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[wine/hacks.git] / dlls / wined3d / wined3d_private.h
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1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
135 void *key;
136 void *value;
137 unsigned int hash;
138 struct list entry;
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
149 unsigned int count;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
161 /* Device caps */
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
192 MAX_LOOKUPS = 1
193 } WINELOOKUP;
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
199 struct min_lookup
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 /* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
222 static inline float float_16_to_32(const unsigned short *in) {
223 const unsigned short s = ((*in) & 0x8000);
224 const unsigned short e = ((*in) & 0x7C00) >> 10;
225 const unsigned short m = (*in) & 0x3FF;
226 const float sgn = (s ? -1.0 : 1.0);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
230 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
231 } else if(e < 31) {
232 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
233 } else {
234 if(m == 0) return sgn / 0.0; /* +INF / -INF */
235 else return 0.0 / 0.0; /* NAN */
240 * Settings
242 #define VS_NONE 0
243 #define VS_HW 1
245 #define PS_NONE 0
246 #define PS_HW 1
248 #define VBO_NONE 0
249 #define VBO_HW 1
251 #define NP2_NONE 0
252 #define NP2_REPACK 1
253 #define NP2_NATIVE 2
255 #define ORM_BACKBUFFER 0
256 #define ORM_PBUFFER 1
257 #define ORM_FBO 2
259 #define SHADER_ARB 1
260 #define SHADER_GLSL 2
261 #define SHADER_ATI 3
262 #define SHADER_NONE 4
264 #define RTL_DISABLE -1
265 #define RTL_AUTO 0
266 #define RTL_READDRAW 1
267 #define RTL_READTEX 2
268 #define RTL_TEXDRAW 3
269 #define RTL_TEXTEX 4
271 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
272 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
274 /* NOTE: When adding fields to this structure, make sure to update the default
275 * values in wined3d_main.c as well. */
276 typedef struct wined3d_settings_s {
277 /* vertex and pixel shader modes */
278 int vs_mode;
279 int ps_mode;
280 int vbo_mode;
281 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
282 we should use it. However, until it's fully implemented, we'll leave it as a registry
283 setting for developers. */
284 BOOL glslRequested;
285 int offscreen_rendering_mode;
286 int rendertargetlock_mode;
287 unsigned short pci_vendor_id;
288 unsigned short pci_device_id;
289 /* Memory tracking and object counting */
290 unsigned int emulated_textureram;
291 char *logo;
292 int allow_multisampling;
293 } wined3d_settings_t;
295 extern wined3d_settings_t wined3d_settings;
297 /* Shader backends */
299 /* TODO: Make this dynamic, based on shader limits ? */
300 #define MAX_ATTRIBS 16
301 #define MAX_REG_ADDR 1
302 #define MAX_REG_TEMP 32
303 #define MAX_REG_TEXCRD 8
304 #define MAX_REG_INPUT 12
305 #define MAX_REG_OUTPUT 12
306 #define MAX_CONST_I 16
307 #define MAX_CONST_B 16
309 /* FIXME: This needs to go up to 2048 for
310 * Shader model 3 according to msdn (and for software shaders) */
311 #define MAX_LABELS 16
313 #define SHADER_PGMSIZE 65535
314 typedef struct SHADER_BUFFER {
315 char* buffer;
316 unsigned int bsize;
317 unsigned int lineNo;
318 BOOL newline;
319 } SHADER_BUFFER;
321 enum WINED3D_SHADER_INSTRUCTION_HANDLER
323 WINED3DSIH_ABS,
324 WINED3DSIH_ADD,
325 WINED3DSIH_BEM,
326 WINED3DSIH_BREAK,
327 WINED3DSIH_BREAKC,
328 WINED3DSIH_BREAKP,
329 WINED3DSIH_CALL,
330 WINED3DSIH_CALLNZ,
331 WINED3DSIH_CMP,
332 WINED3DSIH_CND,
333 WINED3DSIH_CRS,
334 WINED3DSIH_DCL,
335 WINED3DSIH_DEF,
336 WINED3DSIH_DEFB,
337 WINED3DSIH_DEFI,
338 WINED3DSIH_DP2ADD,
339 WINED3DSIH_DP3,
340 WINED3DSIH_DP4,
341 WINED3DSIH_DST,
342 WINED3DSIH_DSX,
343 WINED3DSIH_DSY,
344 WINED3DSIH_ELSE,
345 WINED3DSIH_ENDIF,
346 WINED3DSIH_ENDLOOP,
347 WINED3DSIH_ENDREP,
348 WINED3DSIH_EXP,
349 WINED3DSIH_EXPP,
350 WINED3DSIH_FRC,
351 WINED3DSIH_IF,
352 WINED3DSIH_IFC,
353 WINED3DSIH_LABEL,
354 WINED3DSIH_LIT,
355 WINED3DSIH_LOG,
356 WINED3DSIH_LOGP,
357 WINED3DSIH_LOOP,
358 WINED3DSIH_LRP,
359 WINED3DSIH_M3x2,
360 WINED3DSIH_M3x3,
361 WINED3DSIH_M3x4,
362 WINED3DSIH_M4x3,
363 WINED3DSIH_M4x4,
364 WINED3DSIH_MAD,
365 WINED3DSIH_MAX,
366 WINED3DSIH_MIN,
367 WINED3DSIH_MOV,
368 WINED3DSIH_MOVA,
369 WINED3DSIH_MUL,
370 WINED3DSIH_NOP,
371 WINED3DSIH_NRM,
372 WINED3DSIH_PHASE,
373 WINED3DSIH_POW,
374 WINED3DSIH_RCP,
375 WINED3DSIH_REP,
376 WINED3DSIH_RET,
377 WINED3DSIH_RSQ,
378 WINED3DSIH_SETP,
379 WINED3DSIH_SGE,
380 WINED3DSIH_SGN,
381 WINED3DSIH_SINCOS,
382 WINED3DSIH_SLT,
383 WINED3DSIH_SUB,
384 WINED3DSIH_TEX,
385 WINED3DSIH_TEXBEM,
386 WINED3DSIH_TEXBEML,
387 WINED3DSIH_TEXCOORD,
388 WINED3DSIH_TEXDEPTH,
389 WINED3DSIH_TEXDP3,
390 WINED3DSIH_TEXDP3TEX,
391 WINED3DSIH_TEXKILL,
392 WINED3DSIH_TEXLDD,
393 WINED3DSIH_TEXLDL,
394 WINED3DSIH_TEXM3x2DEPTH,
395 WINED3DSIH_TEXM3x2PAD,
396 WINED3DSIH_TEXM3x2TEX,
397 WINED3DSIH_TEXM3x3,
398 WINED3DSIH_TEXM3x3DIFF,
399 WINED3DSIH_TEXM3x3PAD,
400 WINED3DSIH_TEXM3x3SPEC,
401 WINED3DSIH_TEXM3x3TEX,
402 WINED3DSIH_TEXM3x3VSPEC,
403 WINED3DSIH_TEXREG2AR,
404 WINED3DSIH_TEXREG2GB,
405 WINED3DSIH_TEXREG2RGB,
406 WINED3DSIH_TABLE_SIZE
409 typedef struct shader_reg_maps
411 DWORD shader_version;
412 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
413 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
414 char address[MAX_REG_ADDR]; /* vertex */
415 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
416 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
417 char attributes[MAX_ATTRIBS]; /* vertex */
418 char labels[MAX_LABELS]; /* pixel, vertex */
419 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
421 /* Sampler usage tokens
422 * Use 0 as default (bit 31 is always 1 on a valid token) */
423 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
424 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
425 char usesnrm, vpos, usesdsy;
426 char usesrelconstF;
428 /* Whether or not loops are used in this shader, and nesting depth */
429 unsigned loop_depth;
431 /* Whether or not this shader uses fog */
432 char fog;
434 } shader_reg_maps;
436 typedef struct SHADER_OPCODE
438 unsigned int opcode;
439 const char *name;
440 char dst_token;
441 CONST UINT num_params;
442 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
443 DWORD min_version;
444 DWORD max_version;
445 } SHADER_OPCODE;
447 struct wined3d_shader_dst_param
449 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
450 UINT register_idx;
451 DWORD write_mask;
452 DWORD modifiers;
453 DWORD token;
454 DWORD addr_token;
457 struct wined3d_shader_instruction
459 IWineD3DBaseShader *shader;
460 const shader_reg_maps *reg_maps;
461 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
462 DWORD flags;
463 BOOL coissue;
464 DWORD predicate;
465 DWORD src[4];
466 DWORD src_addr[4];
467 SHADER_BUFFER *buffer;
468 UINT dst_count;
469 const struct wined3d_shader_dst_param *dst;
470 UINT src_count;
473 struct wined3d_shader_semantic
475 WINED3DDECLUSAGE usage;
476 UINT usage_idx;
477 struct wined3d_shader_dst_param reg;
480 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
482 struct shader_caps {
483 DWORD VertexShaderVersion;
484 DWORD MaxVertexShaderConst;
486 DWORD PixelShaderVersion;
487 float PixelShader1xMaxValue;
489 WINED3DVSHADERCAPS2_0 VS20Caps;
490 WINED3DPSHADERCAPS2_0 PS20Caps;
492 DWORD MaxVShaderInstructionsExecuted;
493 DWORD MaxPShaderInstructionsExecuted;
494 DWORD MaxVertexShader30InstructionSlots;
495 DWORD MaxPixelShader30InstructionSlots;
498 enum tex_types
500 tex_1d = 0,
501 tex_2d = 1,
502 tex_3d = 2,
503 tex_cube = 3,
504 tex_rect = 4,
505 tex_type_count = 5,
508 enum vertexprocessing_mode {
509 fixedfunction,
510 vertexshader,
511 pretransformed
514 #define WINED3D_CONST_NUM_UNUSED ~0U
516 struct stb_const_desc {
517 unsigned char texunit;
518 UINT const_num;
521 enum fogmode {
522 FOG_OFF,
523 FOG_LINEAR,
524 FOG_EXP,
525 FOG_EXP2
528 /* Stateblock dependent parameters which have to be hardcoded
529 * into the shader code
531 struct ps_compile_args {
532 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
533 enum vertexprocessing_mode vp_mode;
534 enum fogmode fog;
535 /* Projected textures(ps 1.0-1.3) */
536 /* Texture types(2D, Cube, 3D) in ps 1.x */
537 BOOL srgb_correction;
538 WORD texrect_fixup;
539 /* Bitmap for texture rect coord fixups (16 samplers max currently).
540 D3D9 has a limit of 16 samplers and the fixup is superfluous
541 in D3D10 (unconditional NP2 support mandatory). */
544 enum fog_src_type {
545 VS_FOG_Z = 0,
546 VS_FOG_COORD = 1
549 struct vs_compile_args {
550 WORD fog_src;
551 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
554 typedef struct {
555 const SHADER_HANDLER *shader_instruction_handler_table;
556 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
557 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
558 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
559 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
560 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
561 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
562 void (*shader_destroy)(IWineD3DBaseShader *iface);
563 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
564 void (*shader_free_private)(IWineD3DDevice *iface);
565 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
566 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
567 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
568 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
569 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
570 } shader_backend_t;
572 extern const shader_backend_t glsl_shader_backend;
573 extern const shader_backend_t arb_program_shader_backend;
574 extern const shader_backend_t none_shader_backend;
576 /* X11 locking */
578 extern void (* CDECL wine_tsx11_lock_ptr)(void);
579 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
581 /* As GLX relies on X, this is needed */
582 extern int num_lock;
584 #if 0
585 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
586 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
587 #else
588 #define ENTER_GL() wine_tsx11_lock_ptr()
589 #define LEAVE_GL() wine_tsx11_unlock_ptr()
590 #endif
592 /*****************************************************************************
593 * Defines
596 /* GL related defines */
597 /* ------------------ */
598 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
599 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
600 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
601 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
603 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
604 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
605 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
606 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
608 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
609 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
610 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
611 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
613 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
614 (vec)[0] = D3DCOLOR_R(dw); \
615 (vec)[1] = D3DCOLOR_G(dw); \
616 (vec)[2] = D3DCOLOR_B(dw); \
617 (vec)[3] = D3DCOLOR_A(dw); \
618 } while(0)
620 /* DirectX Device Limits */
621 /* --------------------- */
622 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
624 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
625 See MaxStreams in MSDN under GetDeviceCaps */
626 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
628 /* Checking of API calls */
629 /* --------------------- */
630 #ifndef WINE_NO_DEBUG_MSGS
631 #define checkGLcall(A) \
632 do { \
633 GLint err = glGetError(); \
634 if (err == GL_NO_ERROR) { \
635 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
637 } else do { \
638 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
639 debug_glerror(err), err, A, __FILE__, __LINE__); \
640 err = glGetError(); \
641 } while (err != GL_NO_ERROR); \
642 } while(0)
643 #else
644 #define checkGLcall(A) do {} while(0)
645 #endif
647 /* Trace routines / diagnostics */
648 /* ---------------------------- */
650 /* Dump out a matrix and copy it */
651 #define conv_mat(mat,gl_mat) \
652 do { \
653 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
654 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
655 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
656 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
657 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
658 } while (0)
660 /* Macro to dump out the current state of the light chain */
661 #define DUMP_LIGHT_CHAIN() \
662 do { \
663 PLIGHTINFOEL *el = This->stateBlock->lights;\
664 while (el) { \
665 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
666 el = el->next; \
668 } while(0)
670 /* Trace vector and strided data information */
671 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
672 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
673 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
674 si->elements[name].buffer_object, si->elements[name].stream_idx);
676 /* Defines used for optimizations */
678 /* Only reapply what is necessary */
679 #define REAPPLY_ALPHAOP 0x0001
680 #define REAPPLY_ALL 0xFFFF
682 /* Advance declaration of structures to satisfy compiler */
683 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
684 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
685 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
686 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
688 /* Global variables */
689 extern const float identity[16];
691 /*****************************************************************************
692 * Compilable extra diagnostics
695 /* Trace information per-vertex: (extremely high amount of trace) */
696 #if 0 /* NOTE: Must be 0 in cvs */
697 # define VTRACE(A) TRACE A
698 #else
699 # define VTRACE(A)
700 #endif
702 /* TODO: Confirm each of these works when wined3d move completed */
703 #if 0 /* NOTE: Must be 0 in cvs */
704 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
705 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
706 is enabled, and if it doesn't exist it is disabled. */
707 # define FRAME_DEBUGGING
708 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
709 the file is deleted */
710 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
711 # define SINGLE_FRAME_DEBUGGING
712 # endif
713 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
714 It can only be enabled when FRAME_DEBUGGING is also enabled
715 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
716 array is drawn. */
717 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
718 # define SHOW_FRAME_MAKEUP 1
719 # endif
720 /* The following, when enabled, lets you see the makeup of the all the textures used during each
721 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
722 The contents of the textures assigned to each stage are written into
723 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
724 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
725 # define SHOW_TEXTURE_MAKEUP 0
726 # endif
727 extern BOOL isOn;
728 extern BOOL isDumpingFrames;
729 extern LONG primCounter;
730 #endif
732 enum wined3d_ffp_idx
734 WINED3D_FFP_POSITION = 0,
735 WINED3D_FFP_BLENDWEIGHT = 1,
736 WINED3D_FFP_BLENDINDICES = 2,
737 WINED3D_FFP_NORMAL = 3,
738 WINED3D_FFP_PSIZE = 4,
739 WINED3D_FFP_DIFFUSE = 5,
740 WINED3D_FFP_SPECULAR = 6,
741 WINED3D_FFP_TEXCOORD0 = 7,
742 WINED3D_FFP_TEXCOORD1 = 8,
743 WINED3D_FFP_TEXCOORD2 = 9,
744 WINED3D_FFP_TEXCOORD3 = 10,
745 WINED3D_FFP_TEXCOORD4 = 11,
746 WINED3D_FFP_TEXCOORD5 = 12,
747 WINED3D_FFP_TEXCOORD6 = 13,
748 WINED3D_FFP_TEXCOORD7 = 14,
751 enum wined3d_ffp_emit_idx
753 WINED3D_FFP_EMIT_FLOAT1 = 0,
754 WINED3D_FFP_EMIT_FLOAT2 = 1,
755 WINED3D_FFP_EMIT_FLOAT3 = 2,
756 WINED3D_FFP_EMIT_FLOAT4 = 3,
757 WINED3D_FFP_EMIT_D3DCOLOR = 4,
758 WINED3D_FFP_EMIT_UBYTE4 = 5,
759 WINED3D_FFP_EMIT_SHORT2 = 6,
760 WINED3D_FFP_EMIT_SHORT4 = 7,
761 WINED3D_FFP_EMIT_UBYTE4N = 8,
762 WINED3D_FFP_EMIT_SHORT2N = 9,
763 WINED3D_FFP_EMIT_SHORT4N = 10,
764 WINED3D_FFP_EMIT_USHORT2N = 11,
765 WINED3D_FFP_EMIT_USHORT4N = 12,
766 WINED3D_FFP_EMIT_UDEC3 = 13,
767 WINED3D_FFP_EMIT_DEC3N = 14,
768 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
769 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
770 WINED3D_FFP_EMIT_COUNT = 17
773 struct wined3d_stream_info_element
775 const struct GlPixelFormatDesc *format_desc;
776 GLsizei stride;
777 const BYTE *data;
778 UINT stream_idx;
779 GLuint buffer_object;
782 struct wined3d_stream_info
784 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
785 BOOL position_transformed;
786 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
787 WORD use_map; /* MAX_ATTRIBS, 16 */
790 /*****************************************************************************
791 * Prototypes
794 /* Routine common to the draw primitive and draw indexed primitive routines */
795 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
796 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
797 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
799 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
800 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
801 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
802 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
803 extern glAttribFunc specular_func_3ubv;
804 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
805 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
806 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
808 #define eps 1e-8
810 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
811 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
813 /* Routines and structures related to state management */
814 typedef struct WineD3DContext WineD3DContext;
815 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
817 #define STATE_RENDER(a) (a)
818 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
820 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
821 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
823 /* + 1 because samplers start with 0 */
824 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
825 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
827 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
828 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
830 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
831 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
833 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
834 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
835 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
836 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
838 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
839 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
841 #define STATE_VSHADER (STATE_VDECL + 1)
842 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
844 #define STATE_VIEWPORT (STATE_VSHADER + 1)
845 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
847 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
848 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
849 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
850 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
852 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
853 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
855 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
856 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
858 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
859 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
861 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
863 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
865 #define STATE_HIGHEST (STATE_FRONTFACE)
867 struct StateEntry
869 DWORD representative;
870 APPLYSTATEFUNC apply;
873 struct StateEntryTemplate
875 DWORD state;
876 struct StateEntry content;
877 GL_SupportedExt extension;
880 struct fragment_caps {
881 DWORD PrimitiveMiscCaps;
883 DWORD TextureOpCaps;
884 DWORD MaxTextureBlendStages;
885 DWORD MaxSimultaneousTextures;
888 struct fragment_pipeline {
889 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
890 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
891 HRESULT (*alloc_private)(IWineD3DDevice *iface);
892 void (*free_private)(IWineD3DDevice *iface);
893 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
894 const struct StateEntryTemplate *states;
895 BOOL ffp_proj_control;
898 extern const struct StateEntryTemplate misc_state_template[];
899 extern const struct StateEntryTemplate ffp_vertexstate_template[];
900 extern const struct fragment_pipeline ffp_fragment_pipeline;
901 extern const struct fragment_pipeline atifs_fragment_pipeline;
902 extern const struct fragment_pipeline arbfp_fragment_pipeline;
903 extern const struct fragment_pipeline nvts_fragment_pipeline;
904 extern const struct fragment_pipeline nvrc_fragment_pipeline;
906 /* "Base" state table */
907 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
908 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
909 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
911 /* Shaders for color conversions in blits */
912 struct blit_shader {
913 HRESULT (*alloc_private)(IWineD3DDevice *iface);
914 void (*free_private)(IWineD3DDevice *iface);
915 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
916 GLenum textype, UINT width, UINT height);
917 void (*unset_shader)(IWineD3DDevice *iface);
918 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
921 extern const struct blit_shader ffp_blit;
922 extern const struct blit_shader arbfp_blit;
924 enum fogsource {
925 FOGSOURCE_FFP,
926 FOGSOURCE_VS,
927 FOGSOURCE_COORD,
930 /* The new context manager that should deal with onscreen and offscreen rendering */
931 struct WineD3DContext {
932 /* State dirtification
933 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
934 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
935 * 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
936 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
938 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
939 DWORD numDirtyEntries;
940 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
942 IWineD3DSurface *surface;
943 DWORD tid; /* Thread ID which owns this context at the moment */
945 /* Stores some information about the context state for optimization */
946 WORD draw_buffer_dirty : 1;
947 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
948 WORD last_was_pshader : 1;
949 WORD last_was_vshader : 1;
950 WORD namedArraysLoaded : 1;
951 WORD numberedArraysLoaded : 1;
952 WORD last_was_blit : 1;
953 WORD last_was_ckey : 1;
954 WORD fog_coord : 1;
955 WORD isPBuffer : 1;
956 WORD fog_enabled : 1;
957 WORD num_untracked_materials : 2; /* Max value 2 */
958 WORD padding : 3;
959 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
960 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
961 DWORD numbered_array_mask;
962 GLenum tracking_parm; /* Which source is tracking current colour */
963 GLenum untracked_materials[2];
964 UINT blit_w, blit_h;
965 enum fogsource fog_source;
967 char *vshader_const_dirty, *pshader_const_dirty;
969 /* The actual opengl context */
970 HGLRC glCtx;
971 HWND win_handle;
972 HDC hdc;
973 HPBUFFERARB pbuffer;
974 GLint aux_buffers;
976 /* FBOs */
977 struct list fbo_list;
978 struct fbo_entry *current_fbo;
979 GLuint src_fbo;
980 GLuint dst_fbo;
982 /* Extension emulation */
983 GLint gl_fog_source;
984 GLfloat fog_coord_value;
985 GLfloat color[4], fogstart, fogend, fogcolor[4];
988 typedef enum ContextUsage {
989 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
990 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
991 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
992 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
993 } ContextUsage;
995 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
996 WineD3DContext *getActiveContext(void);
997 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
998 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
999 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1000 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1001 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1002 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1004 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1005 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1007 /* Macros for doing basic GPU detection based on opengl capabilities */
1008 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1009 #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])
1010 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1011 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1013 /* Default callbacks for implicit object destruction */
1014 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1016 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1018 /*****************************************************************************
1019 * Internal representation of a light
1021 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1022 struct PLIGHTINFOEL {
1023 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1024 DWORD OriginalIndex;
1025 LONG glIndex;
1026 BOOL changed;
1027 BOOL enabledChanged;
1028 BOOL enabled;
1030 /* Converted parms to speed up swapping lights */
1031 float lightPosn[4];
1032 float lightDirn[4];
1033 float exponent;
1034 float cutoff;
1036 struct list entry;
1039 /* The default light parameters */
1040 extern const WINED3DLIGHT WINED3D_default_light;
1042 typedef struct WineD3D_PixelFormat
1044 int iPixelFormat; /* WGL pixel format */
1045 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1046 int redSize, greenSize, blueSize, alphaSize;
1047 int depthSize, stencilSize;
1048 BOOL windowDrawable;
1049 BOOL pbufferDrawable;
1050 BOOL doubleBuffer;
1051 int auxBuffers;
1052 int numSamples;
1053 } WineD3D_PixelFormat;
1055 /* The adapter structure */
1056 struct WineD3DAdapter
1058 UINT num;
1059 BOOL opengl;
1060 POINT monitorPoint;
1061 WineD3D_GL_Info gl_info;
1062 const char *driver;
1063 const char *description;
1064 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1065 int nCfgs;
1066 WineD3D_PixelFormat *cfgs;
1067 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1068 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1069 unsigned int UsedTextureRam;
1072 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1073 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1074 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1075 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1077 /*****************************************************************************
1078 * High order patch management
1080 struct WineD3DRectPatch
1082 UINT Handle;
1083 float *mem;
1084 WineDirect3DVertexStridedData strided;
1085 WINED3DRECTPATCH_INFO RectPatchInfo;
1086 float numSegs[4];
1087 char has_normals, has_texcoords;
1088 struct list entry;
1091 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1093 enum projection_types
1095 proj_none = 0,
1096 proj_count3 = 1,
1097 proj_count4 = 2
1100 enum dst_arg
1102 resultreg = 0,
1103 tempreg = 1
1106 /*****************************************************************************
1107 * Fixed function pipeline replacements
1109 #define ARG_UNUSED 0xff
1110 struct texture_stage_op
1112 unsigned cop : 8;
1113 unsigned carg1 : 8;
1114 unsigned carg2 : 8;
1115 unsigned carg0 : 8;
1117 unsigned aop : 8;
1118 unsigned aarg1 : 8;
1119 unsigned aarg2 : 8;
1120 unsigned aarg0 : 8;
1122 struct color_fixup_desc color_fixup;
1123 unsigned tex_type : 3;
1124 unsigned dst : 1;
1125 unsigned projected : 2;
1126 unsigned padding : 10;
1129 struct ffp_frag_settings {
1130 struct texture_stage_op op[MAX_TEXTURES];
1131 enum fogmode fog;
1132 /* Use an int instead of a char to get dword alignment */
1133 unsigned int sRGB_write;
1136 struct ffp_frag_desc
1138 struct ffp_frag_settings settings;
1141 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1142 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1143 const struct ffp_frag_settings *settings);
1144 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1145 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1146 unsigned int ffp_frag_program_key_hash(const void *key);
1148 /*****************************************************************************
1149 * IWineD3D implementation structure
1151 typedef struct IWineD3DImpl
1153 /* IUnknown fields */
1154 const IWineD3DVtbl *lpVtbl;
1155 LONG ref; /* Note: Ref counting not required */
1157 /* WineD3D Information */
1158 IUnknown *parent;
1159 UINT dxVersion;
1161 UINT adapter_count;
1162 struct WineD3DAdapter adapters[1];
1163 } IWineD3DImpl;
1165 extern const IWineD3DVtbl IWineD3D_Vtbl;
1167 BOOL InitAdapters(IWineD3DImpl *This);
1169 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1170 (since it will break quite a few things until contexts are managed properly!) */
1171 extern BOOL pbuffer_support;
1172 /* allocate one pbuffer per surface */
1173 extern BOOL pbuffer_per_surface;
1175 /* A helper function that dumps a resource list */
1176 void dumpResources(struct list *list);
1178 /*****************************************************************************
1179 * IWineD3DDevice implementation structure
1181 #define WINED3D_UNMAPPED_STAGE ~0U
1183 struct IWineD3DDeviceImpl
1185 /* IUnknown fields */
1186 const IWineD3DDeviceVtbl *lpVtbl;
1187 LONG ref; /* Note: Ref counting not required */
1189 /* WineD3D Information */
1190 IUnknown *parent;
1191 IWineD3DDeviceParent *device_parent;
1192 IWineD3D *wineD3D;
1193 struct WineD3DAdapter *adapter;
1195 /* Window styles to restore when switching fullscreen mode */
1196 LONG style;
1197 LONG exStyle;
1199 /* X and GL Information */
1200 GLint maxConcurrentLights;
1201 GLenum offscreenBuffer;
1203 /* Selected capabilities */
1204 int vs_selected_mode;
1205 int ps_selected_mode;
1206 const shader_backend_t *shader_backend;
1207 void *shader_priv;
1208 void *fragment_priv;
1209 void *blit_priv;
1210 struct StateEntry StateTable[STATE_HIGHEST + 1];
1211 /* Array of functions for states which are handled by more than one pipeline part */
1212 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1213 const struct fragment_pipeline *frag_pipe;
1214 const struct blit_shader *blitter;
1216 unsigned int max_ffp_textures, max_ffp_texture_stages;
1218 WORD view_ident : 1; /* true iff view matrix is identity */
1219 WORD untransformed : 1;
1220 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1221 WORD isRecordingState : 1;
1222 WORD isInDraw : 1;
1223 WORD render_offscreen : 1;
1224 WORD bCursorVisible : 1;
1225 WORD haveHardwareCursor : 1;
1226 WORD d3d_initialized : 1;
1227 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1228 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1229 WORD useDrawStridedSlow : 1;
1230 WORD instancedDraw : 1;
1231 WORD padding : 3;
1233 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1235 #define DDRAW_PITCH_ALIGNMENT 8
1236 #define D3D8_PITCH_ALIGNMENT 4
1237 unsigned char surface_alignment; /* Line Alignment of surfaces */
1239 /* State block related */
1240 IWineD3DStateBlockImpl *stateBlock;
1241 IWineD3DStateBlockImpl *updateStateBlock;
1243 /* Internal use fields */
1244 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1245 UINT adapterNo;
1246 WINED3DDEVTYPE devType;
1248 IWineD3DSwapChain **swapchains;
1249 UINT NumberOfSwapChains;
1251 struct list resources; /* a linked list to track resources created by the device */
1252 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1253 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1255 /* Render Target Support */
1256 IWineD3DSurface **render_targets;
1257 IWineD3DSurface *auto_depth_stencil_buffer;
1258 IWineD3DSurface *stencilBufferTarget;
1260 /* Caches to avoid unneeded context changes */
1261 IWineD3DSurface *lastActiveRenderTarget;
1262 IWineD3DSwapChain *lastActiveSwapChain;
1264 /* palettes texture management */
1265 UINT NumberOfPalettes;
1266 PALETTEENTRY **palettes;
1267 UINT currentPalette;
1268 UINT paletteConversionShader;
1270 /* For rendering to a texture using glCopyTexImage */
1271 GLenum *draw_buffers;
1272 GLuint depth_blt_texture;
1273 GLuint depth_blt_rb;
1274 UINT depth_blt_rb_w;
1275 UINT depth_blt_rb_h;
1277 /* Cursor management */
1278 UINT xHotSpot;
1279 UINT yHotSpot;
1280 UINT xScreenSpace;
1281 UINT yScreenSpace;
1282 UINT cursorWidth, cursorHeight;
1283 GLuint cursorTexture;
1284 HCURSOR hardwareCursor;
1286 /* The Wine logo surface */
1287 IWineD3DSurface *logo_surface;
1289 /* Textures for when no other textures are mapped */
1290 UINT dummyTextureName[MAX_TEXTURES];
1292 /* Device state management */
1293 HRESULT state;
1295 /* DirectDraw stuff */
1296 DWORD ddraw_width, ddraw_height;
1297 WINED3DFORMAT ddraw_format;
1299 /* Final position fixup constant */
1300 float posFixup[4];
1302 /* With register combiners we can skip junk texture stages */
1303 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1304 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1306 /* Stream source management */
1307 struct wined3d_stream_info strided_streams;
1308 const WineDirect3DVertexStridedData *up_strided;
1310 /* Context management */
1311 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1312 WineD3DContext *activeContext;
1313 DWORD lastThread;
1314 UINT numContexts;
1315 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1316 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1318 /* High level patch management */
1319 #define PATCHMAP_SIZE 43
1320 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1321 struct list patches[PATCHMAP_SIZE];
1322 struct WineD3DRectPatch *currentPatch;
1325 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1327 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1328 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1329 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1330 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1331 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1332 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1333 float Z, DWORD Stencil);
1334 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1335 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1336 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1337 DWORD idx = state >> 5;
1338 BYTE shift = state & 0x1f;
1339 return context->isStateDirty[idx] & (1 << shift);
1342 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1343 typedef struct PrivateData
1345 struct list entry;
1347 GUID tag;
1348 DWORD flags; /* DDSPD_* */
1350 union
1352 LPVOID data;
1353 LPUNKNOWN object;
1354 } ptr;
1356 DWORD size;
1357 } PrivateData;
1359 /*****************************************************************************
1360 * IWineD3DResource implementation structure
1362 typedef struct IWineD3DResourceClass
1364 /* IUnknown fields */
1365 LONG ref; /* Note: Ref counting not required */
1367 /* WineD3DResource Information */
1368 IUnknown *parent;
1369 WINED3DRESOURCETYPE resourceType;
1370 IWineD3DDeviceImpl *wineD3DDevice;
1371 WINED3DPOOL pool;
1372 UINT size;
1373 DWORD usage;
1374 const struct GlPixelFormatDesc *format_desc;
1375 DWORD priority;
1376 BYTE *allocatedMemory; /* Pointer to the real data location */
1377 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1378 struct list privateData;
1379 struct list resource_list_entry;
1381 } IWineD3DResourceClass;
1383 typedef struct IWineD3DResourceImpl
1385 /* IUnknown & WineD3DResource Information */
1386 const IWineD3DResourceVtbl *lpVtbl;
1387 IWineD3DResourceClass resource;
1388 } IWineD3DResourceImpl;
1390 void resource_cleanup(IWineD3DResource *iface);
1391 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1392 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1393 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1394 DWORD resource_get_priority(IWineD3DResource *iface);
1395 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1396 void *data, DWORD *data_size);
1397 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1398 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1399 WINED3DPOOL pool, IUnknown *parent);
1400 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1401 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1402 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1403 const void *data, DWORD data_size, DWORD flags);
1405 /* Tests show that the start address of resources is 32 byte aligned */
1406 #define RESOURCE_ALIGNMENT 32
1408 /*****************************************************************************
1409 * IWineD3DBaseTexture D3D- > openGL state map lookups
1411 #define WINED3DFUNC_NOTSUPPORTED -2
1412 #define WINED3DFUNC_UNIMPLEMENTED -1
1414 typedef enum winetexturestates {
1415 WINED3DTEXSTA_ADDRESSU = 0,
1416 WINED3DTEXSTA_ADDRESSV = 1,
1417 WINED3DTEXSTA_ADDRESSW = 2,
1418 WINED3DTEXSTA_BORDERCOLOR = 3,
1419 WINED3DTEXSTA_MAGFILTER = 4,
1420 WINED3DTEXSTA_MINFILTER = 5,
1421 WINED3DTEXSTA_MIPFILTER = 6,
1422 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1423 WINED3DTEXSTA_MAXANISOTROPY = 8,
1424 WINED3DTEXSTA_SRGBTEXTURE = 9,
1425 WINED3DTEXSTA_ELEMENTINDEX = 10,
1426 WINED3DTEXSTA_DMAPOFFSET = 11,
1427 WINED3DTEXSTA_TSSADDRESSW = 12,
1428 MAX_WINETEXTURESTATES = 13,
1429 } winetexturestates;
1431 enum WINED3DSRGB
1433 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1434 SRGB_RGB = 1, /* Loads the rgb texture */
1435 SRGB_SRGB = 2, /* Loads the srgb texture */
1436 SRGB_BOTH = 3, /* Loads both textures */
1439 /*****************************************************************************
1440 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1442 typedef struct IWineD3DBaseTextureClass
1444 DWORD states[MAX_WINETEXTURESTATES];
1445 DWORD srgbstates[MAX_WINETEXTURESTATES];
1446 UINT levels;
1447 BOOL dirty, srgbDirty;
1448 UINT textureName, srgbTextureName;
1449 float pow2Matrix[16];
1450 UINT LOD;
1451 WINED3DTEXTUREFILTERTYPE filterType;
1452 LONG bindCount;
1453 DWORD sampler;
1454 BOOL is_srgb;
1455 BOOL pow2Matrix_identity;
1456 const struct min_lookup *minMipLookup;
1457 const GLenum *magLookup;
1458 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1459 } IWineD3DBaseTextureClass;
1461 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1462 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1463 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1464 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1466 typedef struct IWineD3DBaseTextureImpl
1468 /* IUnknown & WineD3DResource Information */
1469 const IWineD3DBaseTextureVtbl *lpVtbl;
1470 IWineD3DResourceClass resource;
1471 IWineD3DBaseTextureClass baseTexture;
1473 } IWineD3DBaseTextureImpl;
1475 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1476 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1477 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1478 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1479 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1480 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1481 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1482 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1483 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1484 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1485 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1486 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1487 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1488 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1489 void basetexture_unload(IWineD3DBaseTexture *iface);
1490 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1491 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1492 This->baseTexture.is_srgb = srgb;
1495 /*****************************************************************************
1496 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1498 typedef struct IWineD3DTextureImpl
1500 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1501 const IWineD3DTextureVtbl *lpVtbl;
1502 IWineD3DResourceClass resource;
1503 IWineD3DBaseTextureClass baseTexture;
1505 /* IWineD3DTexture */
1506 IWineD3DSurface *surfaces[MAX_LEVELS];
1507 UINT target;
1508 BOOL cond_np2;
1510 } IWineD3DTextureImpl;
1512 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1514 /*****************************************************************************
1515 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1517 typedef struct IWineD3DCubeTextureImpl
1519 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1520 const IWineD3DCubeTextureVtbl *lpVtbl;
1521 IWineD3DResourceClass resource;
1522 IWineD3DBaseTextureClass baseTexture;
1524 /* IWineD3DCubeTexture */
1525 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1526 } IWineD3DCubeTextureImpl;
1528 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1530 typedef struct _WINED3DVOLUMET_DESC
1532 UINT Width;
1533 UINT Height;
1534 UINT Depth;
1535 } WINED3DVOLUMET_DESC;
1537 /*****************************************************************************
1538 * IWineD3DVolume implementation structure (extends IUnknown)
1540 typedef struct IWineD3DVolumeImpl
1542 /* IUnknown & WineD3DResource fields */
1543 const IWineD3DVolumeVtbl *lpVtbl;
1544 IWineD3DResourceClass resource;
1546 /* WineD3DVolume Information */
1547 WINED3DVOLUMET_DESC currentDesc;
1548 IWineD3DBase *container;
1549 BOOL lockable;
1550 BOOL locked;
1551 WINED3DBOX lockedBox;
1552 WINED3DBOX dirtyBox;
1553 BOOL dirty;
1554 } IWineD3DVolumeImpl;
1556 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1558 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1560 /*****************************************************************************
1561 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1563 typedef struct IWineD3DVolumeTextureImpl
1565 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1566 const IWineD3DVolumeTextureVtbl *lpVtbl;
1567 IWineD3DResourceClass resource;
1568 IWineD3DBaseTextureClass baseTexture;
1570 /* IWineD3DVolumeTexture */
1571 IWineD3DVolume *volumes[MAX_LEVELS];
1572 } IWineD3DVolumeTextureImpl;
1574 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1576 typedef struct _WINED3DSURFACET_DESC
1578 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1579 DWORD MultiSampleQuality;
1580 UINT Width;
1581 UINT Height;
1582 } WINED3DSURFACET_DESC;
1584 /*****************************************************************************
1585 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1587 typedef struct wineD3DSurface_DIB {
1588 HBITMAP DIBsection;
1589 void* bitmap_data;
1590 UINT bitmap_size;
1591 HGDIOBJ holdbitmap;
1592 BOOL client_memory;
1593 } wineD3DSurface_DIB;
1595 typedef struct {
1596 struct list entry;
1597 GLuint id;
1598 UINT width;
1599 UINT height;
1600 } renderbuffer_entry_t;
1602 struct fbo_entry
1604 struct list entry;
1605 IWineD3DSurface **render_targets;
1606 IWineD3DSurface *depth_stencil;
1607 BOOL attached;
1608 GLuint id;
1611 /*****************************************************************************
1612 * IWineD3DClipp implementation structure
1614 typedef struct IWineD3DClipperImpl
1616 const IWineD3DClipperVtbl *lpVtbl;
1617 LONG ref;
1619 IUnknown *Parent;
1620 HWND hWnd;
1621 } IWineD3DClipperImpl;
1624 /*****************************************************************************
1625 * IWineD3DSurface implementation structure
1627 struct IWineD3DSurfaceImpl
1629 /* IUnknown & IWineD3DResource Information */
1630 const IWineD3DSurfaceVtbl *lpVtbl;
1631 IWineD3DResourceClass resource;
1633 /* IWineD3DSurface fields */
1634 IWineD3DBase *container;
1635 WINED3DSURFACET_DESC currentDesc;
1636 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1637 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1639 /* TODO: move this off into a management class(maybe!) */
1640 DWORD Flags;
1642 UINT pow2Width;
1643 UINT pow2Height;
1645 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1646 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1648 /* Oversized texture */
1649 RECT glRect;
1651 /* PBO */
1652 GLuint pbo;
1654 RECT lockedRect;
1655 RECT dirtyRect;
1656 int lockCount;
1657 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1659 glDescriptor glDescription;
1661 /* For GetDC */
1662 wineD3DSurface_DIB dib;
1663 HDC hDC;
1665 /* Color keys for DDraw */
1666 WINEDDCOLORKEY DestBltCKey;
1667 WINEDDCOLORKEY DestOverlayCKey;
1668 WINEDDCOLORKEY SrcOverlayCKey;
1669 WINEDDCOLORKEY SrcBltCKey;
1670 DWORD CKeyFlags;
1672 WINEDDCOLORKEY glCKey;
1674 struct list renderbuffers;
1675 renderbuffer_entry_t *current_renderbuffer;
1677 /* DirectDraw clippers */
1678 IWineD3DClipper *clipper;
1680 /* DirectDraw Overlay handling */
1681 RECT overlay_srcrect;
1682 RECT overlay_destrect;
1683 IWineD3DSurfaceImpl *overlay_dest;
1684 struct list overlays;
1685 struct list overlay_entry;
1688 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1689 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1691 /* Predeclare the shared Surface functions */
1692 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1693 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1694 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1695 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1696 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1697 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1698 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1699 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1700 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1701 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1702 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1703 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1704 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1705 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1706 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1707 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1708 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1709 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1710 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1711 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1712 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1713 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1714 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1715 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1716 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1717 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1718 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1719 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1720 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1721 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1722 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1723 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1724 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1725 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1726 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1727 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1728 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1729 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1731 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1732 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1733 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1734 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1736 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1738 /* Surface flags: */
1739 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1740 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1741 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1742 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1743 #define SFLAG_DISCARD 0x00000010 /* ??? */
1744 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1745 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1746 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1747 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1748 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1749 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1750 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1751 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1752 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1753 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1754 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1755 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1756 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1757 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1758 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1759 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1760 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1761 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1762 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1763 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1765 /* In some conditions the surface memory must not be freed:
1766 * SFLAG_OVERSIZE: Not all data can be kept in GL
1767 * SFLAG_CONVERTED: Converting the data back would take too long
1768 * SFLAG_DIBSECTION: The dib code manages the memory
1769 * SFLAG_LOCKED: The app requires access to the surface data
1770 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1771 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1772 * SFLAG_CLIENT: OpenGL uses our memory as backup
1774 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1775 SFLAG_CONVERTED | \
1776 SFLAG_DIBSECTION | \
1777 SFLAG_LOCKED | \
1778 SFLAG_DYNLOCK | \
1779 SFLAG_USERPTR | \
1780 SFLAG_PBO | \
1781 SFLAG_CLIENT)
1783 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1784 SFLAG_INTEXTURE | \
1785 SFLAG_INDRAWABLE | \
1786 SFLAG_INSRGBTEX)
1788 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1789 SFLAG_DS_OFFSCREEN)
1790 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1792 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1794 typedef enum {
1795 NO_CONVERSION,
1796 CONVERT_PALETTED,
1797 CONVERT_PALETTED_CK,
1798 CONVERT_CK_565,
1799 CONVERT_CK_5551,
1800 CONVERT_CK_4444,
1801 CONVERT_CK_4444_ARGB,
1802 CONVERT_CK_1555,
1803 CONVERT_555,
1804 CONVERT_CK_RGB24,
1805 CONVERT_CK_8888,
1806 CONVERT_CK_8888_ARGB,
1807 CONVERT_RGB32_888,
1808 CONVERT_V8U8,
1809 CONVERT_L6V5U5,
1810 CONVERT_X8L8V8U8,
1811 CONVERT_Q8W8V8U8,
1812 CONVERT_V16U16,
1813 CONVERT_A4L4,
1814 CONVERT_G16R16,
1815 } CONVERT_TYPES;
1817 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);
1819 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1821 /*****************************************************************************
1822 * IWineD3DVertexDeclaration implementation structure
1824 #define MAX_ATTRIBS 16
1826 struct wined3d_vertex_declaration_element
1828 const struct GlPixelFormatDesc *format_desc;
1829 BOOL ffp_valid;
1830 WORD input_slot;
1831 WORD offset;
1832 UINT output_slot;
1833 BYTE method;
1834 BYTE usage;
1835 BYTE usage_idx;
1838 typedef struct IWineD3DVertexDeclarationImpl {
1839 /* IUnknown Information */
1840 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1841 LONG ref;
1843 IUnknown *parent;
1844 IWineD3DDeviceImpl *wineD3DDevice;
1846 struct wined3d_vertex_declaration_element *elements;
1847 UINT element_count;
1849 DWORD streams[MAX_STREAMS];
1850 UINT num_streams;
1851 BOOL position_transformed;
1852 BOOL half_float_conv_needed;
1853 } IWineD3DVertexDeclarationImpl;
1855 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1857 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
1858 const WINED3DVERTEXELEMENT *elements, UINT element_count);
1860 /*****************************************************************************
1861 * IWineD3DStateBlock implementation structure
1864 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1865 /* Note: Very long winded but gl Lists are not flexible enough */
1866 /* to resolve everything we need, so doing it manually for now */
1867 typedef struct SAVEDSTATES {
1868 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1869 WORD streamSource; /* MAX_STREAMS, 16 */
1870 WORD streamFreq; /* MAX_STREAMS, 16 */
1871 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1872 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1873 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1874 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1875 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1876 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1877 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1878 BOOL *pixelShaderConstantsF;
1879 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1880 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1881 BOOL *vertexShaderConstantsF;
1882 WORD primitive_type : 1;
1883 WORD indices : 1;
1884 WORD material : 1;
1885 WORD viewport : 1;
1886 WORD vertexDecl : 1;
1887 WORD pixelShader : 1;
1888 WORD vertexShader : 1;
1889 WORD scissorRect : 1;
1890 WORD padding : 1;
1891 } SAVEDSTATES;
1893 struct StageState {
1894 DWORD stage;
1895 DWORD state;
1898 struct IWineD3DStateBlockImpl
1900 /* IUnknown fields */
1901 const IWineD3DStateBlockVtbl *lpVtbl;
1902 LONG ref; /* Note: Ref counting not required */
1904 /* IWineD3DStateBlock information */
1905 IUnknown *parent;
1906 IWineD3DDeviceImpl *wineD3DDevice;
1907 WINED3DSTATEBLOCKTYPE blockType;
1909 /* Array indicating whether things have been set or changed */
1910 SAVEDSTATES changed;
1912 /* Vertex Shader Declaration */
1913 IWineD3DVertexDeclaration *vertexDecl;
1915 IWineD3DVertexShader *vertexShader;
1917 /* Vertex Shader Constants */
1918 BOOL vertexShaderConstantB[MAX_CONST_B];
1919 INT vertexShaderConstantI[MAX_CONST_I * 4];
1920 float *vertexShaderConstantF;
1922 /* primitive type */
1923 GLenum gl_primitive_type;
1925 /* Stream Source */
1926 BOOL streamIsUP;
1927 UINT streamStride[MAX_STREAMS];
1928 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1929 IWineD3DBuffer *streamSource[MAX_STREAMS];
1930 UINT streamFreq[MAX_STREAMS + 1];
1931 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1933 /* Indices */
1934 IWineD3DBuffer* pIndexData;
1935 WINED3DFORMAT IndexFmt;
1936 INT baseVertexIndex;
1937 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1939 /* Transform */
1940 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1942 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1943 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1944 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1945 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1946 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1948 /* Clipping */
1949 double clipplane[MAX_CLIPPLANES][4];
1950 WINED3DCLIPSTATUS clip_status;
1952 /* ViewPort */
1953 WINED3DVIEWPORT viewport;
1955 /* Material */
1956 WINED3DMATERIAL material;
1958 /* Pixel Shader */
1959 IWineD3DPixelShader *pixelShader;
1961 /* Pixel Shader Constants */
1962 BOOL pixelShaderConstantB[MAX_CONST_B];
1963 INT pixelShaderConstantI[MAX_CONST_I * 4];
1964 float *pixelShaderConstantF;
1966 /* RenderState */
1967 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1969 /* Texture */
1970 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1972 /* Texture State Stage */
1973 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1974 DWORD lowest_disabled_stage;
1975 /* Sampler States */
1976 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1978 /* Scissor test rectangle */
1979 RECT scissorRect;
1981 /* Contained state management */
1982 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1983 unsigned int num_contained_render_states;
1984 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1985 unsigned int num_contained_transform_states;
1986 DWORD contained_vs_consts_i[MAX_CONST_I];
1987 unsigned int num_contained_vs_consts_i;
1988 DWORD contained_vs_consts_b[MAX_CONST_B];
1989 unsigned int num_contained_vs_consts_b;
1990 DWORD *contained_vs_consts_f;
1991 unsigned int num_contained_vs_consts_f;
1992 DWORD contained_ps_consts_i[MAX_CONST_I];
1993 unsigned int num_contained_ps_consts_i;
1994 DWORD contained_ps_consts_b[MAX_CONST_B];
1995 unsigned int num_contained_ps_consts_b;
1996 DWORD *contained_ps_consts_f;
1997 unsigned int num_contained_ps_consts_f;
1998 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1999 unsigned int num_contained_tss_states;
2000 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2001 unsigned int num_contained_sampler_states;
2004 extern void stateblock_savedstates_set(
2005 IWineD3DStateBlock* iface,
2006 SAVEDSTATES* states,
2007 BOOL value);
2009 extern void stateblock_copy(
2010 IWineD3DStateBlock* destination,
2011 IWineD3DStateBlock* source);
2013 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2015 /* Direct3D terminology with little modifications. We do not have an issued state
2016 * because only the driver knows about it, but we have a created state because d3d
2017 * allows GetData on a created issue, but opengl doesn't
2019 enum query_state {
2020 QUERY_CREATED,
2021 QUERY_SIGNALLED,
2022 QUERY_BUILDING
2024 /*****************************************************************************
2025 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2027 typedef struct IWineD3DQueryImpl
2029 const IWineD3DQueryVtbl *lpVtbl;
2030 LONG ref; /* Note: Ref counting not required */
2032 IUnknown *parent;
2033 /*TODO: replace with iface usage */
2034 #if 0
2035 IWineD3DDevice *wineD3DDevice;
2036 #else
2037 IWineD3DDeviceImpl *wineD3DDevice;
2038 #endif
2040 /* IWineD3DQuery fields */
2041 enum query_state state;
2042 WINED3DQUERYTYPE type;
2043 /* TODO: Think about using a IUnknown instead of a void* */
2044 void *extendedData;
2047 } IWineD3DQueryImpl;
2049 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2050 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2051 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2053 /* Datastructures for IWineD3DQueryImpl.extendedData */
2054 typedef struct WineQueryOcclusionData {
2055 GLuint queryId;
2056 WineD3DContext *ctx;
2057 } WineQueryOcclusionData;
2059 typedef struct WineQueryEventData {
2060 GLuint fenceId;
2061 WineD3DContext *ctx;
2062 } WineQueryEventData;
2064 /* IWineD3DBuffer */
2066 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2067 * fixed function semantics as D3DCOLOR or FLOAT16 */
2068 enum wined3d_buffer_conversion_type
2070 CONV_NONE,
2071 CONV_D3DCOLOR,
2072 CONV_POSITIONT,
2073 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2076 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2077 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2078 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2079 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2081 struct wined3d_buffer
2083 const struct IWineD3DBufferVtbl *vtbl;
2084 IWineD3DResourceClass resource;
2086 struct wined3d_buffer_desc desc;
2088 GLuint buffer_object;
2089 GLenum buffer_object_usage;
2090 GLenum buffer_type_hint;
2091 UINT buffer_object_size;
2092 LONG bind_count;
2093 DWORD flags;
2095 UINT dirty_start;
2096 UINT dirty_end;
2097 LONG lock_count;
2099 /* conversion stuff */
2100 UINT conversion_count;
2101 UINT draw_count;
2102 UINT stride; /* 0 if no conversion */
2103 UINT conversion_stride; /* 0 if no shifted conversion */
2104 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2105 /* Extra load offsets, for FLOAT16 conversion */
2106 UINT *conversion_shift; /* NULL if no shifted conversion */
2109 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2110 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2112 /* IWineD3DRendertargetView */
2113 struct wined3d_rendertarget_view
2115 const struct IWineD3DRendertargetViewVtbl *vtbl;
2116 LONG refcount;
2118 IWineD3DResource *resource;
2119 IUnknown *parent;
2122 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2124 /*****************************************************************************
2125 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2128 typedef struct IWineD3DSwapChainImpl
2130 /*IUnknown part*/
2131 const IWineD3DSwapChainVtbl *lpVtbl;
2132 LONG ref; /* Note: Ref counting not required */
2134 IUnknown *parent;
2135 IWineD3DDeviceImpl *wineD3DDevice;
2137 /* IWineD3DSwapChain fields */
2138 IWineD3DSurface **backBuffer;
2139 IWineD3DSurface *frontBuffer;
2140 WINED3DPRESENT_PARAMETERS presentParms;
2141 DWORD orig_width, orig_height;
2142 WINED3DFORMAT orig_fmt;
2143 WINED3DGAMMARAMP orig_gamma;
2145 long prev_time, frames; /* Performance tracking */
2146 unsigned int vSyncCounter;
2148 WineD3DContext **context; /* Later a array for multithreading */
2149 unsigned int num_contexts;
2151 HWND win_handle;
2152 } IWineD3DSwapChainImpl;
2154 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2155 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2156 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2158 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2159 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2160 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2161 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2162 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2163 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2164 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2165 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2166 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2167 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2168 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2169 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2171 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2173 /*****************************************************************************
2174 * Utility function prototypes
2177 /* Trace routines */
2178 const char* debug_d3dformat(WINED3DFORMAT fmt);
2179 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2180 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2181 const char* debug_d3dusage(DWORD usage);
2182 const char* debug_d3dusagequery(DWORD usagequery);
2183 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2184 const char* debug_d3ddeclusage(BYTE usage);
2185 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2186 const char* debug_d3drenderstate(DWORD state);
2187 const char* debug_d3dsamplerstate(DWORD state);
2188 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2189 const char* debug_d3dtexturestate(DWORD state);
2190 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2191 const char* debug_d3dpool(WINED3DPOOL pool);
2192 const char *debug_fbostatus(GLenum status);
2193 const char *debug_glerror(GLenum error);
2194 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2195 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2196 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2197 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2198 const char *debug_surflocation(DWORD flag);
2200 /* Routines for GL <-> D3D values */
2201 GLenum StencilOp(DWORD op);
2202 GLenum CompareFunc(DWORD func);
2203 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2204 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);
2205 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2206 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2207 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2208 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2209 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2210 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2211 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2212 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2213 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2215 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2216 void surface_force_reload(IWineD3DSurface *iface);
2217 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2218 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2219 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2220 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2221 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2222 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2224 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2225 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2226 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2228 /* Math utils */
2229 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2230 UINT wined3d_log2i(UINT32 x);
2232 typedef struct local_constant {
2233 struct list entry;
2234 unsigned int idx;
2235 DWORD value[4];
2236 } local_constant;
2238 /* Undocumented opcode controls */
2239 #define INST_CONTROLS_SHIFT 16
2240 #define INST_CONTROLS_MASK 0x00ff0000
2242 typedef enum COMPARISON_TYPE {
2243 COMPARISON_GT = 1,
2244 COMPARISON_EQ = 2,
2245 COMPARISON_GE = 3,
2246 COMPARISON_LT = 4,
2247 COMPARISON_NE = 5,
2248 COMPARISON_LE = 6
2249 } COMPARISON_TYPE;
2251 typedef struct SHADER_LIMITS {
2252 unsigned int temporary;
2253 unsigned int texcoord;
2254 unsigned int sampler;
2255 unsigned int constant_int;
2256 unsigned int constant_float;
2257 unsigned int constant_bool;
2258 unsigned int address;
2259 unsigned int packed_output;
2260 unsigned int packed_input;
2261 unsigned int attributes;
2262 unsigned int label;
2263 } SHADER_LIMITS;
2265 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2266 maintain state information between multiple codes */
2267 typedef struct SHADER_PARSE_STATE {
2268 unsigned int current_row;
2269 DWORD texcoord_w[2];
2270 } SHADER_PARSE_STATE;
2272 #ifdef __GNUC__
2273 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2274 #else
2275 #define PRINTF_ATTR(fmt,args)
2276 #endif
2278 /* Base Shader utility functions.
2279 * (may move callers into the same file in the future) */
2280 extern int shader_addline(
2281 SHADER_BUFFER* buffer,
2282 const char* fmt, ...) PRINTF_ATTR(2,3);
2283 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2285 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2287 /* Vertex shader utility functions */
2288 extern BOOL vshader_get_input(
2289 IWineD3DVertexShader* iface,
2290 BYTE usage_req, BYTE usage_idx_req,
2291 unsigned int* regnum);
2293 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2295 /* GLSL helper functions */
2296 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2298 /*****************************************************************************
2299 * IDirect3DBaseShader implementation structure
2301 typedef struct IWineD3DBaseShaderClass
2303 LONG ref;
2304 SHADER_LIMITS limits;
2305 SHADER_PARSE_STATE parse_state;
2306 CONST SHADER_OPCODE *shader_ins;
2307 DWORD *function;
2308 UINT functionLength;
2309 UINT cur_loop_depth, cur_loop_regno;
2310 BOOL load_local_constsF;
2311 BOOL uses_bool_consts, uses_int_consts;
2313 /* Type of shader backend */
2314 int shader_mode;
2316 /* Programs this shader is linked with */
2317 struct list linked_programs;
2319 /* Immediate constants (override global ones) */
2320 struct list constantsB;
2321 struct list constantsF;
2322 struct list constantsI;
2323 shader_reg_maps reg_maps;
2325 /* Pointer to the parent device */
2326 IWineD3DDevice *device;
2327 struct list shader_list_entry;
2329 } IWineD3DBaseShaderClass;
2331 typedef struct IWineD3DBaseShaderImpl {
2332 /* IUnknown */
2333 const IWineD3DBaseShaderVtbl *lpVtbl;
2335 /* IWineD3DBaseShader */
2336 IWineD3DBaseShaderClass baseShader;
2337 } IWineD3DBaseShaderImpl;
2339 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2340 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2341 void shader_cleanup(IWineD3DBaseShader *iface);
2342 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2343 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
2344 const DWORD *byte_code);
2345 void shader_init(struct IWineD3DBaseShaderClass *shader,
2346 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2347 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2349 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2350 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2352 static inline int shader_get_regtype(const DWORD param) {
2353 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2354 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2357 static inline int shader_get_writemask(const DWORD param) {
2358 return param & WINED3DSP_WRITEMASK_ALL;
2361 static inline BOOL shader_is_pshader_version(DWORD token) {
2362 return 0xFFFF0000 == (token & 0xFFFF0000);
2365 static inline BOOL shader_is_vshader_version(DWORD token) {
2366 return 0xFFFE0000 == (token & 0xFFFF0000);
2369 static inline BOOL shader_is_comment(DWORD token) {
2370 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2373 static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
2375 switch (register_type)
2377 case WINED3DSPR_RASTOUT:
2378 /* oFog & oPts */
2379 if (register_idx != 0) return TRUE;
2380 /* oPos */
2381 return FALSE;
2383 case WINED3DSPR_DEPTHOUT: /* oDepth */
2384 case WINED3DSPR_CONSTBOOL: /* b# */
2385 case WINED3DSPR_LOOP: /* aL */
2386 case WINED3DSPR_PREDICATE: /* p0 */
2387 return TRUE;
2389 case WINED3DSPR_MISCTYPE:
2390 switch(register_idx)
2392 case 0: /* vPos */
2393 return FALSE;
2394 case 1: /* vFace */
2395 return TRUE;
2396 default:
2397 return FALSE;
2400 default:
2401 return FALSE;
2405 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2406 local_constant* lconst;
2408 if(This->baseShader.load_local_constsF) return FALSE;
2409 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2410 if(lconst->idx == reg) return TRUE;
2412 return FALSE;
2416 /*****************************************************************************
2417 * IDirect3DVertexShader implementation structures
2420 struct vs_compiled_shader {
2421 struct vs_compile_args args;
2422 GLuint prgId;
2425 typedef struct IWineD3DVertexShaderImpl {
2426 /* IUnknown parts*/
2427 const IWineD3DVertexShaderVtbl *lpVtbl;
2429 /* IWineD3DBaseShader */
2430 IWineD3DBaseShaderClass baseShader;
2432 /* IWineD3DVertexShaderImpl */
2433 IUnknown *parent;
2435 DWORD usage;
2437 /* The GL shader */
2438 struct vs_compiled_shader *gl_shaders;
2439 UINT num_gl_shaders, shader_array_size;
2441 /* Vertex shader input and output semantics */
2442 struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2443 struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2445 UINT min_rel_offset, max_rel_offset;
2446 UINT rel_offset;
2448 UINT recompile_count;
2450 const struct vs_compile_args *cur_args;
2451 } IWineD3DVertexShaderImpl;
2452 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2453 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2455 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2456 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2458 /*****************************************************************************
2459 * IDirect3DPixelShader implementation structure
2461 struct ps_compiled_shader {
2462 struct ps_compile_args args;
2463 GLuint prgId;
2466 typedef struct IWineD3DPixelShaderImpl {
2467 /* IUnknown parts */
2468 const IWineD3DPixelShaderVtbl *lpVtbl;
2470 /* IWineD3DBaseShader */
2471 IWineD3DBaseShaderClass baseShader;
2473 /* IWineD3DPixelShaderImpl */
2474 IUnknown *parent;
2476 /* Pixel shader input semantics */
2477 struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2478 DWORD input_reg_map[MAX_REG_INPUT];
2479 BOOL input_reg_used[MAX_REG_INPUT];
2480 int declared_in_count;
2482 /* The GL shader */
2483 struct ps_compiled_shader *gl_shaders;
2484 UINT num_gl_shaders, shader_array_size;
2486 /* Some information about the shader behavior */
2487 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2488 unsigned char numbumpenvmatconsts;
2489 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2490 char vpos_uniform;
2492 const struct ps_compile_args *cur_args;
2493 } IWineD3DPixelShaderImpl;
2495 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2496 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2497 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2498 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2500 /* sRGB correction constants */
2501 static const float srgb_cmp = 0.0031308;
2502 static const float srgb_mul_low = 12.92;
2503 static const float srgb_pow = 0.41666;
2504 static const float srgb_mul_high = 1.055;
2505 static const float srgb_sub_high = 0.055;
2507 /*****************************************************************************
2508 * IWineD3DPalette implementation structure
2510 struct IWineD3DPaletteImpl {
2511 /* IUnknown parts */
2512 const IWineD3DPaletteVtbl *lpVtbl;
2513 LONG ref;
2515 IUnknown *parent;
2516 IWineD3DDeviceImpl *wineD3DDevice;
2518 /* IWineD3DPalette */
2519 HPALETTE hpal;
2520 WORD palVersion; /*| */
2521 WORD palNumEntries; /*| LOGPALETTE */
2522 PALETTEENTRY palents[256]; /*| */
2523 /* This is to store the palette in 'screen format' */
2524 int screen_palents[256];
2525 DWORD Flags;
2528 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2529 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2531 /* DirectDraw utility functions */
2532 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2534 /*****************************************************************************
2535 * Pixel format management
2538 struct GlPixelFormatDesc
2540 WINED3DFORMAT format;
2541 DWORD red_mask;
2542 DWORD green_mask;
2543 DWORD blue_mask;
2544 DWORD alpha_mask;
2545 UINT byte_count;
2546 WORD depth_size;
2547 WORD stencil_size;
2549 enum wined3d_ffp_emit_idx emit_idx;
2550 GLint component_count;
2551 GLenum gl_vtx_type;
2552 GLint gl_vtx_format;
2553 GLboolean gl_normalized;
2554 unsigned int component_size;
2556 GLint glInternal;
2557 GLint glGammaInternal;
2558 GLint rtInternal;
2559 GLint glFormat;
2560 GLint glType;
2561 unsigned int Flags;
2562 float heightscale;
2563 struct color_fixup_desc color_fixup;
2566 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2568 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2570 return (stateblock->vertexShader
2571 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2572 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2575 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2577 return (stateblock->pixelShader
2578 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2581 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2582 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2583 #endif