wined3d: Store the current GLSL program in the backend's private data.
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob706fdffcb8ef8b6223fdf5487bd6ef14138112f2
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated by
133 * bit shifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there.
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in) {
139 const unsigned short s = ((*in) & 0x8000);
140 const unsigned short e = ((*in) & 0x7C00) >> 10;
141 const unsigned short m = (*in) & 0x3FF;
142 const float sgn = (s ? -1.0 : 1.0);
144 if(e == 0) {
145 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147 } else if(e < 31) {
148 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149 } else {
150 if(m == 0) return sgn / 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in) {
156 int exp = 0;
157 float tmp = fabs(*in);
158 unsigned int mantissa;
159 unsigned short ret;
161 /* Deal with special numbers */
162 if(*in == 0.0) return 0x0000;
163 if(isnan(*in)) return 0x7C01;
164 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp < pow(2, 10)) {
169 tmp = tmp * 2.0;
170 exp--;
171 }while(tmp < pow(2, 10));
172 } else if(tmp >= pow(2, 11)) {
175 tmp /= 2.0;
176 exp++;
177 }while(tmp >= pow(2, 11));
180 mantissa = (unsigned int) tmp;
181 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
183 exp += 10; /* Normalize the mantissa */
184 exp += 15; /* Exponent is encoded with excess 15 */
186 if(exp > 30) { /* too big */
187 ret = 0x7c00; /* INF */
188 } else if(exp <= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190 while(exp <= 0) {
191 mantissa = mantissa >> 1;
192 exp++;
194 ret = mantissa & 0x3ff;
195 } else {
196 ret = (exp << 10) | (mantissa & 0x3ff);
199 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
200 return ret;
204 * Settings
206 #define VS_NONE 0
207 #define VS_HW 1
209 #define PS_NONE 0
210 #define PS_HW 1
212 #define VBO_NONE 0
213 #define VBO_HW 1
215 #define NP2_NONE 0
216 #define NP2_REPACK 1
217 #define NP2_NATIVE 2
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
221 #define ORM_FBO 2
223 #define SHADER_ARB 1
224 #define SHADER_GLSL 2
225 #define SHADER_ATI 3
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
229 #define RTL_AUTO 0
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
233 #define RTL_TEXTEX 4
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
239 int vs_mode;
240 int ps_mode;
241 int vbo_mode;
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
245 BOOL glslRequested;
246 int offscreen_rendering_mode;
247 int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram;
250 char *logo;
251 int allow_multisampling;
252 } wined3d_settings_t;
254 extern wined3d_settings_t wined3d_settings;
256 /* Shader backends */
257 struct SHADER_OPCODE_ARG;
259 #define SHADER_PGMSIZE 65535
260 typedef struct SHADER_BUFFER {
261 char* buffer;
262 unsigned int bsize;
263 unsigned int lineNo;
264 BOOL newline;
265 } SHADER_BUFFER;
267 struct shader_caps {
268 DWORD PrimitiveMiscCaps;
270 DWORD TextureOpCaps;
271 DWORD MaxTextureBlendStages;
272 DWORD MaxSimultaneousTextures;
274 DWORD VertexShaderVersion;
275 DWORD MaxVertexShaderConst;
277 DWORD PixelShaderVersion;
278 float PixelShader1xMaxValue;
280 WINED3DVSHADERCAPS2_0 VS20Caps;
281 WINED3DPSHADERCAPS2_0 PS20Caps;
283 DWORD MaxVShaderInstructionsExecuted;
284 DWORD MaxPShaderInstructionsExecuted;
285 DWORD MaxVertexShader30InstructionSlots;
286 DWORD MaxPixelShader30InstructionSlots;
289 typedef struct {
290 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
291 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
292 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
293 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
294 void (*shader_cleanup)(IWineD3DDevice *iface);
295 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
296 void (*shader_destroy)(IWineD3DBaseShader *iface);
297 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
298 void (*shader_free_private)(IWineD3DDevice *iface);
299 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
300 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
301 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
302 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
303 void (*shader_dll_load_init)(void);
304 void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
305 const struct StateEntry *StateTable_remove; /* TODO: This has to go away */
306 } shader_backend_t;
308 extern const shader_backend_t atifs_shader_backend;
309 extern const shader_backend_t glsl_shader_backend;
310 extern const shader_backend_t arb_program_shader_backend;
311 extern const shader_backend_t none_shader_backend;
313 /* GLSL shader private data */
314 struct shader_glsl_priv {
315 struct glsl_shader_prog_link *glsl_program;
316 GLhandleARB depth_blt_glsl_program_id;
319 /* ARB_program_shader private data */
320 struct shader_arb_priv {
321 GLuint depth_blt_vprogram_id;
322 GLuint depth_blt_fprogram_id;
325 /* X11 locking */
327 extern void (*wine_tsx11_lock_ptr)(void);
328 extern void (*wine_tsx11_unlock_ptr)(void);
330 /* As GLX relies on X, this is needed */
331 extern int num_lock;
333 #if 0
334 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
335 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
336 #else
337 #define ENTER_GL() wine_tsx11_lock_ptr()
338 #define LEAVE_GL() wine_tsx11_unlock_ptr()
339 #endif
341 /*****************************************************************************
342 * Defines
345 /* GL related defines */
346 /* ------------------ */
347 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
348 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
349 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
350 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
352 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
353 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
354 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
355 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
357 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
359 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
360 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
362 #define D3DCOLORTOGLFLOAT4(dw, vec) \
363 (vec)[0] = D3DCOLOR_R(dw); \
364 (vec)[1] = D3DCOLOR_G(dw); \
365 (vec)[2] = D3DCOLOR_B(dw); \
366 (vec)[3] = D3DCOLOR_A(dw);
368 /* DirectX Device Limits */
369 /* --------------------- */
370 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
372 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
373 See MaxStreams in MSDN under GetDeviceCaps */
374 /* Maximum number of constants provided to the shaders */
375 #define HIGHEST_TRANSFORMSTATE 512
376 /* Highest value in WINED3DTRANSFORMSTATETYPE */
378 /* Checking of API calls */
379 /* --------------------- */
380 #define checkGLcall(A) \
382 GLint err = glGetError(); \
383 if (err == GL_NO_ERROR) { \
384 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
386 } else do { \
387 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
388 debug_glerror(err), err, A, __FILE__, __LINE__); \
389 err = glGetError(); \
390 } while (err != GL_NO_ERROR); \
393 /* Trace routines / diagnostics */
394 /* ---------------------------- */
396 /* Dump out a matrix and copy it */
397 #define conv_mat(mat,gl_mat) \
398 do { \
399 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
400 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
401 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
402 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
403 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
404 } while (0)
406 /* Macro to dump out the current state of the light chain */
407 #define DUMP_LIGHT_CHAIN() \
409 PLIGHTINFOEL *el = This->stateBlock->lights;\
410 while (el) { \
411 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
412 el = el->next; \
416 /* Trace vector and strided data information */
417 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
418 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
419 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
421 /* Defines used for optimizations */
423 /* Only reapply what is necessary */
424 #define REAPPLY_ALPHAOP 0x0001
425 #define REAPPLY_ALL 0xFFFF
427 /* Advance declaration of structures to satisfy compiler */
428 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
429 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
430 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
431 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
433 /* Global variables */
434 extern const float identity[16];
436 /*****************************************************************************
437 * Compilable extra diagnostics
440 /* Trace information per-vertex: (extremely high amount of trace) */
441 #if 0 /* NOTE: Must be 0 in cvs */
442 # define VTRACE(A) TRACE A
443 #else
444 # define VTRACE(A)
445 #endif
447 /* Checking of per-vertex related GL calls */
448 /* --------------------- */
449 #define vcheckGLcall(A) \
451 GLint err = glGetError(); \
452 if (err == GL_NO_ERROR) { \
453 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
455 } else do { \
456 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
457 debug_glerror(err), err, A, __FILE__, __LINE__); \
458 err = glGetError(); \
459 } while (err != GL_NO_ERROR); \
462 /* TODO: Confirm each of these works when wined3d move completed */
463 #if 0 /* NOTE: Must be 0 in cvs */
464 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
465 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
466 is enabled, and if it doesn't exist it is disabled. */
467 # define FRAME_DEBUGGING
468 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
469 the file is deleted */
470 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
471 # define SINGLE_FRAME_DEBUGGING
472 # endif
473 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
474 It can only be enabled when FRAME_DEBUGGING is also enabled
475 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
476 array is drawn. */
477 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
478 # define SHOW_FRAME_MAKEUP 1
479 # endif
480 /* The following, when enabled, lets you see the makeup of the all the textures used during each
481 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
482 The contents of the textures assigned to each stage are written into
483 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
484 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
485 # define SHOW_TEXTURE_MAKEUP 0
486 # endif
487 extern BOOL isOn;
488 extern BOOL isDumpingFrames;
489 extern LONG primCounter;
490 #endif
492 /*****************************************************************************
493 * Prototypes
496 /* Routine common to the draw primitive and draw indexed primitive routines */
497 void drawPrimitive(IWineD3DDevice *iface,
498 int PrimitiveType,
499 long NumPrimitives,
500 /* for Indexed: */
501 long StartVertexIndex,
502 UINT numberOfVertices,
503 long StartIdx,
504 short idxBytes,
505 const void *idxData,
506 int minIndex);
508 void primitiveDeclarationConvertToStridedData(
509 IWineD3DDevice *iface,
510 BOOL useVertexShaderFunction,
511 WineDirect3DVertexStridedData *strided,
512 BOOL *fixup);
514 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
516 typedef void (*glAttribFunc)(void *data);
517 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
518 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
519 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
520 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
521 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
523 #define eps 1e-8
525 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
526 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
528 void depth_copy(IWineD3DDevice *iface);
530 /* Routines and structures related to state management */
531 typedef struct WineD3DContext WineD3DContext;
532 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
534 #define STATE_RENDER(a) (a)
535 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
537 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
538 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
540 /* + 1 because samplers start with 0 */
541 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
542 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
544 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
545 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
547 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
548 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
550 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
551 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
552 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
553 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
555 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
556 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
558 #define STATE_VSHADER (STATE_VDECL + 1)
559 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
561 #define STATE_VIEWPORT (STATE_VSHADER + 1)
562 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
564 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
565 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
566 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
567 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
569 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
570 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
572 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
573 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
575 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
576 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
578 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
580 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
582 #define STATE_HIGHEST (STATE_FRONTFACE)
584 struct StateEntry
586 DWORD representative;
587 APPLYSTATEFUNC apply;
590 struct StateEntryTemplate
592 DWORD state;
593 struct StateEntry content;
596 extern const struct StateEntryTemplate misc_state_template[];
597 extern const struct StateEntryTemplate ffp_vertexstate_template[];
599 /* "Base" state table */
600 extern const struct StateEntry FFPStateTable[];
601 void compile_state_table(struct StateEntry *StateTable,
602 APPLYSTATEFUNC **dev_multistate_funcs,
603 const struct StateEntryTemplate *vertex,
604 const struct StateEntryTemplate *fragment,
605 const struct StateEntryTemplate *misc,
606 const struct StateEntry *temptable /* TODO: Remove this */);
608 /* The new context manager that should deal with onscreen and offscreen rendering */
609 struct WineD3DContext {
610 /* State dirtification
611 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
612 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
613 * 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
614 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
616 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
617 DWORD numDirtyEntries;
618 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
620 IWineD3DSurface *surface;
621 DWORD tid; /* Thread ID which owns this context at the moment */
623 /* Stores some information about the context state for optimization */
624 GLint last_draw_buffer;
625 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
626 BOOL last_was_pshader;
627 BOOL last_was_vshader;
628 BOOL last_was_foggy_shader;
629 BOOL namedArraysLoaded, numberedArraysLoaded;
630 BOOL lastWasPow2Texture[MAX_TEXTURES];
631 GLenum tracking_parm; /* Which source is tracking current colour */
632 unsigned char num_untracked_materials;
633 GLenum untracked_materials[2];
634 BOOL last_was_blit, last_was_ckey;
635 UINT blit_w, blit_h;
636 char texShaderBumpMap;
637 BOOL fog_coord;
639 char *vshader_const_dirty, *pshader_const_dirty;
641 /* The actual opengl context */
642 HGLRC glCtx;
643 HWND win_handle;
644 HDC hdc;
645 HPBUFFERARB pbuffer;
646 BOOL isPBuffer;
647 GLint aux_buffers;
650 typedef enum ContextUsage {
651 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
652 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
653 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
654 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
655 } ContextUsage;
657 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
658 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
659 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
660 void apply_fbo_state(IWineD3DDevice *iface);
662 /* Macros for doing basic GPU detection based on opengl capabilities */
663 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
664 #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])
665 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
666 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
668 /* Default callbacks for implicit object destruction */
669 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
671 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
673 /*****************************************************************************
674 * Internal representation of a light
676 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
677 struct PLIGHTINFOEL {
678 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
679 DWORD OriginalIndex;
680 LONG glIndex;
681 BOOL changed;
682 BOOL enabledChanged;
683 BOOL enabled;
685 /* Converted parms to speed up swapping lights */
686 float lightPosn[4];
687 float lightDirn[4];
688 float exponent;
689 float cutoff;
691 struct list entry;
694 /* The default light parameters */
695 extern const WINED3DLIGHT WINED3D_default_light;
697 typedef struct WineD3D_PixelFormat
699 int iPixelFormat; /* WGL pixel format */
700 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
701 int redSize, greenSize, blueSize, alphaSize;
702 int depthSize, stencilSize;
703 BOOL windowDrawable;
704 BOOL pbufferDrawable;
705 BOOL doubleBuffer;
706 int auxBuffers;
707 int numSamples;
708 } WineD3D_PixelFormat;
710 /* The adapter structure */
711 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
712 struct WineD3DAdapter
714 UINT num;
715 BOOL opengl;
716 POINT monitorPoint;
717 WineD3D_GL_Info gl_info;
718 const char *driver;
719 const char *description;
720 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
721 int nCfgs;
722 WineD3D_PixelFormat *cfgs;
723 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
724 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
725 unsigned int UsedTextureRam;
728 extern BOOL InitAdapters(void);
729 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
730 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
732 /*****************************************************************************
733 * High order patch management
735 struct WineD3DRectPatch
737 UINT Handle;
738 float *mem;
739 WineDirect3DVertexStridedData strided;
740 WINED3DRECTPATCH_INFO RectPatchInfo;
741 float numSegs[4];
742 char has_normals, has_texcoords;
743 struct list entry;
746 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
748 enum projection_types
750 proj_none,
751 proj_count3,
752 proj_count4
755 /*****************************************************************************
756 * Fixed function pipeline replacements
758 struct texture_stage_op
760 WINED3DTEXTUREOP cop, aop;
761 DWORD carg1, carg2, carg0;
762 DWORD aarg1, aarg2, aarg0;
763 WINED3DFORMAT color_correction;
764 DWORD dst;
765 enum projection_types projected;
768 struct ffp_desc
770 struct texture_stage_op op[MAX_TEXTURES];
771 struct list entry;
774 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
775 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
776 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
778 /*****************************************************************************
779 * IWineD3D implementation structure
781 typedef struct IWineD3DImpl
783 /* IUnknown fields */
784 const IWineD3DVtbl *lpVtbl;
785 LONG ref; /* Note: Ref counting not required */
787 /* WineD3D Information */
788 IUnknown *parent;
789 UINT dxVersion;
790 } IWineD3DImpl;
792 extern const IWineD3DVtbl IWineD3D_Vtbl;
794 /* TODO: setup some flags in the registry to enable, disable pbuffer support
795 (since it will break quite a few things until contexts are managed properly!) */
796 extern BOOL pbuffer_support;
797 /* allocate one pbuffer per surface */
798 extern BOOL pbuffer_per_surface;
800 /* A helper function that dumps a resource list */
801 void dumpResources(struct list *list);
803 /*****************************************************************************
804 * IWineD3DDevice implementation structure
806 struct IWineD3DDeviceImpl
808 /* IUnknown fields */
809 const IWineD3DDeviceVtbl *lpVtbl;
810 LONG ref; /* Note: Ref counting not required */
812 /* WineD3D Information */
813 IUnknown *parent;
814 IWineD3D *wineD3D;
815 struct WineD3DAdapter *adapter;
817 /* Window styles to restore when switching fullscreen mode */
818 LONG style;
819 LONG exStyle;
821 /* X and GL Information */
822 GLint maxConcurrentLights;
823 GLenum offscreenBuffer;
825 /* Selected capabilities */
826 int vs_selected_mode;
827 int ps_selected_mode;
828 const shader_backend_t *shader_backend;
829 hash_table_t *glsl_program_lookup;
830 void *shader_priv;
831 struct StateEntry StateTable[STATE_HIGHEST + 1];
832 /* Array of functions for states which are handled by more than one pipeline part */
833 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
835 /* To store */
836 BOOL view_ident; /* true iff view matrix is identity */
837 BOOL untransformed;
838 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
839 unsigned char surface_alignment; /* Line Alignment of surfaces */
841 /* State block related */
842 BOOL isRecordingState;
843 IWineD3DStateBlockImpl *stateBlock;
844 IWineD3DStateBlockImpl *updateStateBlock;
845 BOOL isInDraw;
847 /* Internal use fields */
848 WINED3DDEVICE_CREATION_PARAMETERS createParms;
849 UINT adapterNo;
850 WINED3DDEVTYPE devType;
852 IWineD3DSwapChain **swapchains;
853 UINT NumberOfSwapChains;
855 struct list resources; /* a linked list to track resources created by the device */
856 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
857 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
859 /* Render Target Support */
860 IWineD3DSurface **render_targets;
861 IWineD3DSurface *auto_depth_stencil_buffer;
862 IWineD3DSurface **fbo_color_attachments;
863 IWineD3DSurface *fbo_depth_attachment;
865 IWineD3DSurface *stencilBufferTarget;
867 /* Caches to avoid unneeded context changes */
868 IWineD3DSurface *lastActiveRenderTarget;
869 IWineD3DSwapChain *lastActiveSwapChain;
871 /* palettes texture management */
872 UINT NumberOfPalettes;
873 PALETTEENTRY **palettes;
874 UINT currentPalette;
875 UINT paletteConversionShader;
877 /* For rendering to a texture using glCopyTexImage */
878 BOOL render_offscreen;
879 GLuint fbo;
880 GLuint src_fbo;
881 GLuint dst_fbo;
882 GLenum *draw_buffers;
883 GLuint depth_blt_texture;
884 GLuint depth_blt_rb;
885 UINT depth_blt_rb_w;
886 UINT depth_blt_rb_h;
888 /* Cursor management */
889 BOOL bCursorVisible;
890 UINT xHotSpot;
891 UINT yHotSpot;
892 UINT xScreenSpace;
893 UINT yScreenSpace;
894 UINT cursorWidth, cursorHeight;
895 GLuint cursorTexture;
896 BOOL haveHardwareCursor;
897 HCURSOR hardwareCursor;
899 /* The Wine logo surface */
900 IWineD3DSurface *logo_surface;
902 /* Textures for when no other textures are mapped */
903 UINT dummyTextureName[MAX_TEXTURES];
905 /* Debug stream management */
906 BOOL debug;
908 /* Device state management */
909 HRESULT state;
910 BOOL d3d_initialized;
912 /* A flag to check for proper BeginScene / EndScene call pairs */
913 BOOL inScene;
915 /* process vertex shaders using software or hardware */
916 BOOL softwareVertexProcessing;
918 /* DirectDraw stuff */
919 HWND ddraw_window;
920 IWineD3DSurface *ddraw_primary;
921 DWORD ddraw_width, ddraw_height;
922 WINED3DFORMAT ddraw_format;
923 BOOL ddraw_fullscreen;
925 /* Final position fixup constant */
926 float posFixup[4];
928 /* With register combiners we can skip junk texture stages */
929 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
930 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
931 BOOL fixed_function_usage_map[MAX_TEXTURES];
933 /* Stream source management */
934 WineDirect3DVertexStridedData strided_streams;
935 WineDirect3DVertexStridedData *up_strided;
936 BOOL useDrawStridedSlow;
937 BOOL instancedDraw;
939 /* Context management */
940 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
941 WineD3DContext *activeContext;
942 DWORD lastThread;
943 UINT numContexts;
944 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
945 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
947 /* High level patch management */
948 #define PATCHMAP_SIZE 43
949 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
950 struct list patches[PATCHMAP_SIZE];
951 struct WineD3DRectPatch *currentPatch;
954 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
956 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
957 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
958 float Z, DWORD Stencil);
959 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
960 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
961 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
962 DWORD idx = state >> 5;
963 BYTE shift = state & 0x1f;
964 return context->isStateDirty[idx] & (1 << shift);
967 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
968 typedef struct PrivateData
970 struct list entry;
972 GUID tag;
973 DWORD flags; /* DDSPD_* */
974 DWORD uniqueness_value;
976 union
978 LPVOID data;
979 LPUNKNOWN object;
980 } ptr;
982 DWORD size;
983 } PrivateData;
985 /*****************************************************************************
986 * IWineD3DResource implementation structure
988 typedef struct IWineD3DResourceClass
990 /* IUnknown fields */
991 LONG ref; /* Note: Ref counting not required */
993 /* WineD3DResource Information */
994 IUnknown *parent;
995 WINED3DRESOURCETYPE resourceType;
996 IWineD3DDeviceImpl *wineD3DDevice;
997 WINED3DPOOL pool;
998 UINT size;
999 DWORD usage;
1000 WINED3DFORMAT format;
1001 BYTE *allocatedMemory; /* Pointer to the real data location */
1002 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1003 struct list privateData;
1004 struct list resource_list_entry;
1006 } IWineD3DResourceClass;
1008 typedef struct IWineD3DResourceImpl
1010 /* IUnknown & WineD3DResource Information */
1011 const IWineD3DResourceVtbl *lpVtbl;
1012 IWineD3DResourceClass resource;
1013 } IWineD3DResourceImpl;
1015 /* Tests show that the start address of resources is 32 byte aligned */
1016 #define RESOURCE_ALIGNMENT 32
1018 /*****************************************************************************
1019 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1021 enum vbo_conversion_type {
1022 CONV_NONE = 0,
1023 CONV_D3DCOLOR = 1,
1024 CONV_POSITIONT = 2,
1025 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1027 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1028 * fixed function semantics as D3DCOLOR or FLOAT16
1032 typedef struct IWineD3DVertexBufferImpl
1034 /* IUnknown & WineD3DResource Information */
1035 const IWineD3DVertexBufferVtbl *lpVtbl;
1036 IWineD3DResourceClass resource;
1038 /* WineD3DVertexBuffer specifics */
1039 DWORD fvf;
1041 /* Vertex buffer object support */
1042 GLuint vbo;
1043 BYTE Flags;
1044 LONG bindCount;
1045 LONG vbo_size;
1046 GLenum vbo_usage;
1048 UINT dirtystart, dirtyend;
1049 LONG lockcount;
1051 LONG declChanges, draws;
1052 /* Last description of the buffer */
1053 DWORD stride; /* 0 if no conversion */
1054 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1056 /* Extra load offsets, for FLOAT16 conversion */
1057 DWORD *conv_shift; /* NULL if no shifted conversion */
1058 DWORD conv_stride; /* 0 if no shifted conversion */
1059 } IWineD3DVertexBufferImpl;
1061 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1063 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1064 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1065 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1066 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1068 /*****************************************************************************
1069 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1071 typedef struct IWineD3DIndexBufferImpl
1073 /* IUnknown & WineD3DResource Information */
1074 const IWineD3DIndexBufferVtbl *lpVtbl;
1075 IWineD3DResourceClass resource;
1077 GLuint vbo;
1078 UINT dirtystart, dirtyend;
1079 LONG lockcount;
1081 /* WineD3DVertexBuffer specifics */
1082 } IWineD3DIndexBufferImpl;
1084 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1086 /*****************************************************************************
1087 * IWineD3DBaseTexture D3D- > openGL state map lookups
1089 #define WINED3DFUNC_NOTSUPPORTED -2
1090 #define WINED3DFUNC_UNIMPLEMENTED -1
1092 typedef enum winetexturestates {
1093 WINED3DTEXSTA_ADDRESSU = 0,
1094 WINED3DTEXSTA_ADDRESSV = 1,
1095 WINED3DTEXSTA_ADDRESSW = 2,
1096 WINED3DTEXSTA_BORDERCOLOR = 3,
1097 WINED3DTEXSTA_MAGFILTER = 4,
1098 WINED3DTEXSTA_MINFILTER = 5,
1099 WINED3DTEXSTA_MIPFILTER = 6,
1100 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1101 WINED3DTEXSTA_MAXANISOTROPY = 8,
1102 WINED3DTEXSTA_SRGBTEXTURE = 9,
1103 WINED3DTEXSTA_ELEMENTINDEX = 10,
1104 WINED3DTEXSTA_DMAPOFFSET = 11,
1105 WINED3DTEXSTA_TSSADDRESSW = 12,
1106 MAX_WINETEXTURESTATES = 13,
1107 } winetexturestates;
1109 /*****************************************************************************
1110 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1112 typedef struct IWineD3DBaseTextureClass
1114 UINT levels;
1115 BOOL dirty;
1116 UINT textureName;
1117 UINT LOD;
1118 WINED3DTEXTUREFILTERTYPE filterType;
1119 DWORD states[MAX_WINETEXTURESTATES];
1120 LONG bindCount;
1121 DWORD sampler;
1122 BOOL is_srgb;
1123 UINT srgb_mode_change_count;
1124 WINED3DFORMAT shader_conversion_group;
1125 float pow2Matrix[16];
1126 minMipLookup_t *minMipLookup;
1127 magLookup_t *magLookup;
1128 } IWineD3DBaseTextureClass;
1130 typedef struct IWineD3DBaseTextureImpl
1132 /* IUnknown & WineD3DResource Information */
1133 const IWineD3DBaseTextureVtbl *lpVtbl;
1134 IWineD3DResourceClass resource;
1135 IWineD3DBaseTextureClass baseTexture;
1137 } IWineD3DBaseTextureImpl;
1139 /*****************************************************************************
1140 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1142 typedef struct IWineD3DTextureImpl
1144 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1145 const IWineD3DTextureVtbl *lpVtbl;
1146 IWineD3DResourceClass resource;
1147 IWineD3DBaseTextureClass baseTexture;
1149 /* IWineD3DTexture */
1150 IWineD3DSurface *surfaces[MAX_LEVELS];
1152 UINT width;
1153 UINT height;
1154 UINT target;
1156 } IWineD3DTextureImpl;
1158 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1160 /*****************************************************************************
1161 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1163 typedef struct IWineD3DCubeTextureImpl
1165 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1166 const IWineD3DCubeTextureVtbl *lpVtbl;
1167 IWineD3DResourceClass resource;
1168 IWineD3DBaseTextureClass baseTexture;
1170 /* IWineD3DCubeTexture */
1171 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1173 UINT edgeLength;
1174 } IWineD3DCubeTextureImpl;
1176 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1178 typedef struct _WINED3DVOLUMET_DESC
1180 UINT Width;
1181 UINT Height;
1182 UINT Depth;
1183 } WINED3DVOLUMET_DESC;
1185 /*****************************************************************************
1186 * IWineD3DVolume implementation structure (extends IUnknown)
1188 typedef struct IWineD3DVolumeImpl
1190 /* IUnknown & WineD3DResource fields */
1191 const IWineD3DVolumeVtbl *lpVtbl;
1192 IWineD3DResourceClass resource;
1194 /* WineD3DVolume Information */
1195 WINED3DVOLUMET_DESC currentDesc;
1196 IWineD3DBase *container;
1197 UINT bytesPerPixel;
1199 BOOL lockable;
1200 BOOL locked;
1201 WINED3DBOX lockedBox;
1202 WINED3DBOX dirtyBox;
1203 BOOL dirty;
1206 } IWineD3DVolumeImpl;
1208 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1210 /*****************************************************************************
1211 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1213 typedef struct IWineD3DVolumeTextureImpl
1215 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1216 const IWineD3DVolumeTextureVtbl *lpVtbl;
1217 IWineD3DResourceClass resource;
1218 IWineD3DBaseTextureClass baseTexture;
1220 /* IWineD3DVolumeTexture */
1221 IWineD3DVolume *volumes[MAX_LEVELS];
1223 UINT width;
1224 UINT height;
1225 UINT depth;
1226 } IWineD3DVolumeTextureImpl;
1228 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1230 typedef struct _WINED3DSURFACET_DESC
1232 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1233 DWORD MultiSampleQuality;
1234 UINT Width;
1235 UINT Height;
1236 } WINED3DSURFACET_DESC;
1238 /*****************************************************************************
1239 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1241 typedef struct wineD3DSurface_DIB {
1242 HBITMAP DIBsection;
1243 void* bitmap_data;
1244 UINT bitmap_size;
1245 HGDIOBJ holdbitmap;
1246 BOOL client_memory;
1247 } wineD3DSurface_DIB;
1249 typedef struct {
1250 struct list entry;
1251 GLuint id;
1252 UINT width;
1253 UINT height;
1254 } renderbuffer_entry_t;
1256 /*****************************************************************************
1257 * IWineD3DClipp implementation structure
1259 typedef struct IWineD3DClipperImpl
1261 const IWineD3DClipperVtbl *lpVtbl;
1262 LONG ref;
1264 IUnknown *Parent;
1265 HWND hWnd;
1266 } IWineD3DClipperImpl;
1269 /*****************************************************************************
1270 * IWineD3DSurface implementation structure
1272 struct IWineD3DSurfaceImpl
1274 /* IUnknown & IWineD3DResource Information */
1275 const IWineD3DSurfaceVtbl *lpVtbl;
1276 IWineD3DResourceClass resource;
1278 /* IWineD3DSurface fields */
1279 IWineD3DBase *container;
1280 WINED3DSURFACET_DESC currentDesc;
1281 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1282 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1284 UINT bytesPerPixel;
1286 /* TODO: move this off into a management class(maybe!) */
1287 DWORD Flags;
1289 UINT pow2Width;
1290 UINT pow2Height;
1292 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1293 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1295 /* Oversized texture */
1296 RECT glRect;
1298 /* PBO */
1299 GLuint pbo;
1301 RECT lockedRect;
1302 RECT dirtyRect;
1303 int lockCount;
1304 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1306 glDescriptor glDescription;
1307 BOOL srgb;
1309 /* For GetDC */
1310 wineD3DSurface_DIB dib;
1311 HDC hDC;
1313 /* Color keys for DDraw */
1314 WINEDDCOLORKEY DestBltCKey;
1315 WINEDDCOLORKEY DestOverlayCKey;
1316 WINEDDCOLORKEY SrcOverlayCKey;
1317 WINEDDCOLORKEY SrcBltCKey;
1318 DWORD CKeyFlags;
1320 WINEDDCOLORKEY glCKey;
1322 struct list renderbuffers;
1323 renderbuffer_entry_t *current_renderbuffer;
1325 /* DirectDraw clippers */
1326 IWineD3DClipper *clipper;
1329 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1330 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1332 /* Predeclare the shared Surface functions */
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1334 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1339 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1340 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1341 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1342 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1346 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1347 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1348 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1349 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1350 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1351 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1352 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1353 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1355 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1362 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1365 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1366 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1368 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1370 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1371 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1372 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1373 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1375 /* Surface flags: */
1376 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1377 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1378 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1379 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1380 #define SFLAG_DISCARD 0x00000010 /* ??? */
1381 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1382 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1383 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1384 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1385 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1386 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1387 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1388 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1389 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1390 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1391 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1392 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1393 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1394 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1395 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1396 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1397 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1399 /* In some conditions the surface memory must not be freed:
1400 * SFLAG_OVERSIZE: Not all data can be kept in GL
1401 * SFLAG_CONVERTED: Converting the data back would take too long
1402 * SFLAG_DIBSECTION: The dib code manages the memory
1403 * SFLAG_LOCKED: The app requires access to the surface data
1404 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1405 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1406 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1407 * SFLAG_CLIENT: OpenGL uses our memory as backup
1409 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1410 SFLAG_CONVERTED | \
1411 SFLAG_DIBSECTION | \
1412 SFLAG_LOCKED | \
1413 SFLAG_DYNLOCK | \
1414 SFLAG_DYNCHANGE | \
1415 SFLAG_USERPTR | \
1416 SFLAG_PBO | \
1417 SFLAG_CLIENT)
1419 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1420 SFLAG_INTEXTURE | \
1421 SFLAG_INDRAWABLE)
1423 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1424 SFLAG_DS_OFFSCREEN)
1426 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1428 typedef enum {
1429 NO_CONVERSION,
1430 CONVERT_PALETTED,
1431 CONVERT_PALETTED_CK,
1432 CONVERT_CK_565,
1433 CONVERT_CK_5551,
1434 CONVERT_CK_4444,
1435 CONVERT_CK_4444_ARGB,
1436 CONVERT_CK_1555,
1437 CONVERT_555,
1438 CONVERT_CK_RGB24,
1439 CONVERT_CK_8888,
1440 CONVERT_CK_8888_ARGB,
1441 CONVERT_RGB32_888,
1442 CONVERT_V8U8,
1443 CONVERT_L6V5U5,
1444 CONVERT_X8L8V8U8,
1445 CONVERT_Q8W8V8U8,
1446 CONVERT_V16U16,
1447 CONVERT_A4L4,
1448 CONVERT_R32F,
1449 CONVERT_R16F,
1450 CONVERT_G16R16,
1451 } CONVERT_TYPES;
1453 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);
1455 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1457 /*****************************************************************************
1458 * IWineD3DVertexDeclaration implementation structure
1460 typedef struct attrib_declaration {
1461 DWORD usage;
1462 DWORD idx;
1463 } attrib_declaration;
1465 #define MAX_ATTRIBS 16
1467 typedef struct IWineD3DVertexDeclarationImpl {
1468 /* IUnknown Information */
1469 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1470 LONG ref;
1472 IUnknown *parent;
1473 IWineD3DDeviceImpl *wineD3DDevice;
1475 WINED3DVERTEXELEMENT *pDeclarationWine;
1476 UINT declarationWNumElements;
1478 DWORD streams[MAX_STREAMS];
1479 UINT num_streams;
1480 BOOL position_transformed;
1481 BOOL half_float_conv_needed;
1483 /* Ordered array of declaration types that need swizzling in a vshader */
1484 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1485 UINT num_swizzled_attribs;
1486 } IWineD3DVertexDeclarationImpl;
1488 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1490 /*****************************************************************************
1491 * IWineD3DStateBlock implementation structure
1494 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1495 /* Note: Very long winded but gl Lists are not flexible enough */
1496 /* to resolve everything we need, so doing it manually for now */
1497 typedef struct SAVEDSTATES {
1498 BOOL indices;
1499 BOOL material;
1500 BOOL fvf;
1501 BOOL streamSource[MAX_STREAMS];
1502 BOOL streamFreq[MAX_STREAMS];
1503 BOOL textures[MAX_COMBINED_SAMPLERS];
1504 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1505 BOOL viewport;
1506 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1507 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1508 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1509 BOOL clipplane[MAX_CLIPPLANES];
1510 BOOL vertexDecl;
1511 BOOL pixelShader;
1512 BOOL pixelShaderConstantsB[MAX_CONST_B];
1513 BOOL pixelShaderConstantsI[MAX_CONST_I];
1514 BOOL *pixelShaderConstantsF;
1515 BOOL vertexShader;
1516 BOOL vertexShaderConstantsB[MAX_CONST_B];
1517 BOOL vertexShaderConstantsI[MAX_CONST_I];
1518 BOOL *vertexShaderConstantsF;
1519 BOOL scissorRect;
1520 } SAVEDSTATES;
1522 typedef struct {
1523 struct list entry;
1524 DWORD count;
1525 DWORD idx[13];
1526 } constants_entry;
1528 struct StageState {
1529 DWORD stage;
1530 DWORD state;
1533 struct IWineD3DStateBlockImpl
1535 /* IUnknown fields */
1536 const IWineD3DStateBlockVtbl *lpVtbl;
1537 LONG ref; /* Note: Ref counting not required */
1539 /* IWineD3DStateBlock information */
1540 IUnknown *parent;
1541 IWineD3DDeviceImpl *wineD3DDevice;
1542 WINED3DSTATEBLOCKTYPE blockType;
1544 /* Array indicating whether things have been set or changed */
1545 SAVEDSTATES changed;
1546 struct list set_vconstantsF;
1547 struct list set_pconstantsF;
1549 /* Drawing - Vertex Shader or FVF related */
1550 DWORD fvf;
1551 /* Vertex Shader Declaration */
1552 IWineD3DVertexDeclaration *vertexDecl;
1554 IWineD3DVertexShader *vertexShader;
1556 /* Vertex Shader Constants */
1557 BOOL vertexShaderConstantB[MAX_CONST_B];
1558 INT vertexShaderConstantI[MAX_CONST_I * 4];
1559 float *vertexShaderConstantF;
1561 /* Stream Source */
1562 BOOL streamIsUP;
1563 UINT streamStride[MAX_STREAMS];
1564 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1565 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1566 UINT streamFreq[MAX_STREAMS + 1];
1567 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1569 /* Indices */
1570 IWineD3DIndexBuffer* pIndexData;
1571 INT baseVertexIndex;
1572 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1574 /* Transform */
1575 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1577 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1578 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1579 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1580 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1581 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1583 /* Clipping */
1584 double clipplane[MAX_CLIPPLANES][4];
1585 WINED3DCLIPSTATUS clip_status;
1587 /* ViewPort */
1588 WINED3DVIEWPORT viewport;
1590 /* Material */
1591 WINED3DMATERIAL material;
1593 /* Pixel Shader */
1594 IWineD3DPixelShader *pixelShader;
1596 /* Pixel Shader Constants */
1597 BOOL pixelShaderConstantB[MAX_CONST_B];
1598 INT pixelShaderConstantI[MAX_CONST_I * 4];
1599 float *pixelShaderConstantF;
1601 /* RenderState */
1602 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1604 /* Texture */
1605 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1606 int textureDimensions[MAX_COMBINED_SAMPLERS];
1608 /* Texture State Stage */
1609 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1610 DWORD lowest_disabled_stage;
1611 /* Sampler States */
1612 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1614 /* Scissor test rectangle */
1615 RECT scissorRect;
1617 /* Contained state management */
1618 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1619 unsigned int num_contained_render_states;
1620 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1621 unsigned int num_contained_transform_states;
1622 DWORD contained_vs_consts_i[MAX_CONST_I];
1623 unsigned int num_contained_vs_consts_i;
1624 DWORD contained_vs_consts_b[MAX_CONST_B];
1625 unsigned int num_contained_vs_consts_b;
1626 DWORD *contained_vs_consts_f;
1627 unsigned int num_contained_vs_consts_f;
1628 DWORD contained_ps_consts_i[MAX_CONST_I];
1629 unsigned int num_contained_ps_consts_i;
1630 DWORD contained_ps_consts_b[MAX_CONST_B];
1631 unsigned int num_contained_ps_consts_b;
1632 DWORD *contained_ps_consts_f;
1633 unsigned int num_contained_ps_consts_f;
1634 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1635 unsigned int num_contained_tss_states;
1636 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1637 unsigned int num_contained_sampler_states;
1640 extern void stateblock_savedstates_set(
1641 IWineD3DStateBlock* iface,
1642 SAVEDSTATES* states,
1643 BOOL value);
1645 extern void stateblock_savedstates_copy(
1646 IWineD3DStateBlock* iface,
1647 SAVEDSTATES* dest,
1648 SAVEDSTATES* source);
1650 extern void stateblock_copy(
1651 IWineD3DStateBlock* destination,
1652 IWineD3DStateBlock* source);
1654 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1656 /* Direct3D terminology with little modifications. We do not have an issued state
1657 * because only the driver knows about it, but we have a created state because d3d
1658 * allows GetData on a created issue, but opengl doesn't
1660 enum query_state {
1661 QUERY_CREATED,
1662 QUERY_SIGNALLED,
1663 QUERY_BUILDING
1665 /*****************************************************************************
1666 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1668 typedef struct IWineD3DQueryImpl
1670 const IWineD3DQueryVtbl *lpVtbl;
1671 LONG ref; /* Note: Ref counting not required */
1673 IUnknown *parent;
1674 /*TODO: replace with iface usage */
1675 #if 0
1676 IWineD3DDevice *wineD3DDevice;
1677 #else
1678 IWineD3DDeviceImpl *wineD3DDevice;
1679 #endif
1681 /* IWineD3DQuery fields */
1682 enum query_state state;
1683 WINED3DQUERYTYPE type;
1684 /* TODO: Think about using a IUnknown instead of a void* */
1685 void *extendedData;
1688 } IWineD3DQueryImpl;
1690 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1691 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1692 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1694 /* Datastructures for IWineD3DQueryImpl.extendedData */
1695 typedef struct WineQueryOcclusionData {
1696 GLuint queryId;
1697 WineD3DContext *ctx;
1698 } WineQueryOcclusionData;
1700 typedef struct WineQueryEventData {
1701 GLuint fenceId;
1702 WineD3DContext *ctx;
1703 } WineQueryEventData;
1705 /*****************************************************************************
1706 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1709 typedef struct IWineD3DSwapChainImpl
1711 /*IUnknown part*/
1712 const IWineD3DSwapChainVtbl *lpVtbl;
1713 LONG ref; /* Note: Ref counting not required */
1715 IUnknown *parent;
1716 IWineD3DDeviceImpl *wineD3DDevice;
1718 /* IWineD3DSwapChain fields */
1719 IWineD3DSurface **backBuffer;
1720 IWineD3DSurface *frontBuffer;
1721 BOOL wantsDepthStencilBuffer;
1722 WINED3DPRESENT_PARAMETERS presentParms;
1723 DWORD orig_width, orig_height;
1724 WINED3DFORMAT orig_fmt;
1725 WINED3DGAMMARAMP orig_gamma;
1727 long prev_time, frames; /* Performance tracking */
1728 unsigned int vSyncCounter;
1730 WineD3DContext **context; /* Later a array for multithreading */
1731 unsigned int num_contexts;
1733 HWND win_handle;
1734 } IWineD3DSwapChainImpl;
1736 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1738 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1740 /*****************************************************************************
1741 * Utility function prototypes
1744 /* Trace routines */
1745 const char* debug_d3dformat(WINED3DFORMAT fmt);
1746 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1747 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1748 const char* debug_d3dusage(DWORD usage);
1749 const char* debug_d3dusagequery(DWORD usagequery);
1750 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1751 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1752 const char* debug_d3ddeclusage(BYTE usage);
1753 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1754 const char* debug_d3drenderstate(DWORD state);
1755 const char* debug_d3dsamplerstate(DWORD state);
1756 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1757 const char* debug_d3dtexturestate(DWORD state);
1758 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1759 const char* debug_d3dpool(WINED3DPOOL pool);
1760 const char *debug_fbostatus(GLenum status);
1761 const char *debug_glerror(GLenum error);
1762 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1763 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1765 /* Routines for GL <-> D3D values */
1766 GLenum StencilOp(DWORD op);
1767 GLenum CompareFunc(DWORD func);
1768 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1769 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);
1770 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1771 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1773 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1774 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1775 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1776 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1778 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1779 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1781 /* Math utils */
1782 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1783 unsigned int count_bits(unsigned int mask);
1785 /*****************************************************************************
1786 * To enable calling of inherited functions, requires prototypes
1788 * Note: Only require classes which are subclassed, ie resource, basetexture,
1790 /*** IUnknown methods ***/
1791 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1792 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1793 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1794 /*** IWineD3DResource methods ***/
1795 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1796 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1797 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1798 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1799 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1800 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1801 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1802 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1803 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1804 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1805 /*** class static members ***/
1806 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1808 /*** IUnknown methods ***/
1809 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1810 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1811 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1812 /*** IWineD3DResource methods ***/
1813 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1814 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1815 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1816 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1817 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1818 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1819 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1820 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1821 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1822 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1823 /*** IWineD3DBaseTexture methods ***/
1824 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1825 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1826 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1827 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1828 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1829 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1830 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1831 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1833 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1834 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1835 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1836 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1837 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1838 /*** class static members ***/
1839 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1841 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1843 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1844 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1845 * used if the user is using GLSL shaders. */
1846 struct glsl_shader_prog_link {
1847 struct list vshader_entry;
1848 struct list pshader_entry;
1849 GLhandleARB programId;
1850 GLhandleARB *vuniformF_locations;
1851 GLhandleARB *puniformF_locations;
1852 GLhandleARB vuniformI_locations[MAX_CONST_I];
1853 GLhandleARB puniformI_locations[MAX_CONST_I];
1854 GLhandleARB posFixup_location;
1855 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1856 GLhandleARB luminancescale_location[MAX_TEXTURES];
1857 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1858 GLhandleARB srgb_comparison_location;
1859 GLhandleARB srgb_mul_low_location;
1860 GLhandleARB ycorrection_location;
1861 GLenum vertex_color_clamp;
1862 GLhandleARB vshader;
1863 GLhandleARB pshader;
1866 typedef struct {
1867 GLhandleARB vshader;
1868 GLhandleARB pshader;
1869 } glsl_program_key_t;
1871 /* TODO: Make this dynamic, based on shader limits ? */
1872 #define MAX_REG_ADDR 1
1873 #define MAX_REG_TEMP 32
1874 #define MAX_REG_TEXCRD 8
1875 #define MAX_REG_INPUT 12
1876 #define MAX_REG_OUTPUT 12
1877 #define MAX_CONST_I 16
1878 #define MAX_CONST_B 16
1880 /* FIXME: This needs to go up to 2048 for
1881 * Shader model 3 according to msdn (and for software shaders) */
1882 #define MAX_LABELS 16
1884 typedef struct semantic {
1885 DWORD usage;
1886 DWORD reg;
1887 } semantic;
1889 typedef struct local_constant {
1890 struct list entry;
1891 unsigned int idx;
1892 DWORD value[4];
1893 } local_constant;
1895 typedef struct shader_reg_maps {
1897 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1898 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1899 char address[MAX_REG_ADDR]; /* vertex */
1900 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1901 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1902 char attributes[MAX_ATTRIBS]; /* vertex */
1903 char labels[MAX_LABELS]; /* pixel, vertex */
1904 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1906 /* Sampler usage tokens
1907 * Use 0 as default (bit 31 is always 1 on a valid token) */
1908 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1909 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1910 char usesnrm, vpos, usesdsy;
1911 char usesrelconstF;
1913 /* Whether or not loops are used in this shader, and nesting depth */
1914 unsigned loop_depth;
1916 /* Whether or not this shader uses fog */
1917 char fog;
1919 } shader_reg_maps;
1921 /* Undocumented opcode controls */
1922 #define INST_CONTROLS_SHIFT 16
1923 #define INST_CONTROLS_MASK 0x00ff0000
1925 typedef enum COMPARISON_TYPE {
1926 COMPARISON_GT = 1,
1927 COMPARISON_EQ = 2,
1928 COMPARISON_GE = 3,
1929 COMPARISON_LT = 4,
1930 COMPARISON_NE = 5,
1931 COMPARISON_LE = 6
1932 } COMPARISON_TYPE;
1934 typedef struct SHADER_OPCODE {
1935 unsigned int opcode;
1936 const char* name;
1937 const char* glname;
1938 char dst_token;
1939 CONST UINT num_params;
1940 SHADER_HANDLER hw_fct;
1941 SHADER_HANDLER hw_glsl_fct;
1942 DWORD min_version;
1943 DWORD max_version;
1944 } SHADER_OPCODE;
1946 typedef struct SHADER_OPCODE_ARG {
1947 IWineD3DBaseShader* shader;
1948 shader_reg_maps* reg_maps;
1949 CONST SHADER_OPCODE* opcode;
1950 DWORD opcode_token;
1951 DWORD dst;
1952 DWORD dst_addr;
1953 DWORD predicate;
1954 DWORD src[4];
1955 DWORD src_addr[4];
1956 SHADER_BUFFER* buffer;
1957 } SHADER_OPCODE_ARG;
1959 typedef struct SHADER_LIMITS {
1960 unsigned int temporary;
1961 unsigned int texcoord;
1962 unsigned int sampler;
1963 unsigned int constant_int;
1964 unsigned int constant_float;
1965 unsigned int constant_bool;
1966 unsigned int address;
1967 unsigned int packed_output;
1968 unsigned int packed_input;
1969 unsigned int attributes;
1970 unsigned int label;
1971 } SHADER_LIMITS;
1973 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1974 maintain state information between multiple codes */
1975 typedef struct SHADER_PARSE_STATE {
1976 unsigned int current_row;
1977 DWORD texcoord_w[2];
1978 } SHADER_PARSE_STATE;
1980 #ifdef __GNUC__
1981 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1982 #else
1983 #define PRINTF_ATTR(fmt,args)
1984 #endif
1986 /* Base Shader utility functions.
1987 * (may move callers into the same file in the future) */
1988 extern int shader_addline(
1989 SHADER_BUFFER* buffer,
1990 const char* fmt, ...) PRINTF_ATTR(2,3);
1992 extern const SHADER_OPCODE* shader_get_opcode(
1993 IWineD3DBaseShader *iface,
1994 const DWORD code);
1996 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1998 /* Vertex shader utility functions */
1999 extern BOOL vshader_get_input(
2000 IWineD3DVertexShader* iface,
2001 BYTE usage_req, BYTE usage_idx_req,
2002 unsigned int* regnum);
2004 extern BOOL vshader_input_is_color(
2005 IWineD3DVertexShader* iface,
2006 unsigned int regnum);
2008 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2010 /* ARB_[vertex/fragment]_program helper functions */
2011 extern void shader_arb_load_constants(
2012 IWineD3DDevice* device,
2013 char usePixelShader,
2014 char useVertexShader);
2016 /* ARB shader program Prototypes */
2017 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2019 /* ARB pixel shader prototypes */
2020 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2021 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2022 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2023 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2024 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2025 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2026 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2027 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2028 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2044 /* ARB vertex / pixel shader common prototypes */
2045 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2046 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2047 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2049 /* ARB vertex shader prototypes */
2050 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2051 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2053 /* GLSL helper functions */
2054 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2055 extern void shader_glsl_load_constants(
2056 IWineD3DDevice* device,
2057 char usePixelShader,
2058 char useVertexShader);
2060 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2061 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2062 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2096 /** GLSL Pixel Shader Prototypes */
2097 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2098 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2099 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2100 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2101 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_input_pack(
2118 SHADER_BUFFER* buffer,
2119 semantic* semantics_out,
2120 IWineD3DPixelShader *iface);
2122 /*****************************************************************************
2123 * IDirect3DBaseShader implementation structure
2125 typedef struct IWineD3DBaseShaderClass
2127 LONG ref;
2128 DWORD hex_version;
2129 SHADER_LIMITS limits;
2130 SHADER_PARSE_STATE parse_state;
2131 CONST SHADER_OPCODE *shader_ins;
2132 DWORD *function;
2133 UINT functionLength;
2134 GLuint prgId;
2135 BOOL is_compiled;
2136 UINT cur_loop_depth, cur_loop_regno;
2137 BOOL load_local_constsF;
2139 /* Type of shader backend */
2140 int shader_mode;
2142 /* Programs this shader is linked with */
2143 struct list linked_programs;
2145 /* Immediate constants (override global ones) */
2146 struct list constantsB;
2147 struct list constantsF;
2148 struct list constantsI;
2149 shader_reg_maps reg_maps;
2151 /* Pixel formats of sampled textures, for format conversion. This
2152 * represents the formats found during compilation, it is not initialized
2153 * on the first parser pass. It is needed to check if the shader
2154 * needs recompilation to adjust the format conversion
2156 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2157 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2158 UINT num_sampled_samplers;
2160 UINT recompile_count;
2162 /* Pointer to the parent device */
2163 IWineD3DDevice *device;
2164 struct list shader_list_entry;
2166 } IWineD3DBaseShaderClass;
2168 typedef struct IWineD3DBaseShaderImpl {
2169 /* IUnknown */
2170 const IWineD3DBaseShaderVtbl *lpVtbl;
2172 /* IWineD3DBaseShader */
2173 IWineD3DBaseShaderClass baseShader;
2174 } IWineD3DBaseShaderImpl;
2176 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2177 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2178 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2180 extern HRESULT shader_get_registers_used(
2181 IWineD3DBaseShader *iface,
2182 shader_reg_maps* reg_maps,
2183 semantic* semantics_in,
2184 semantic* semantics_out,
2185 CONST DWORD* pToken,
2186 IWineD3DStateBlockImpl *stateBlock);
2188 extern void shader_generate_glsl_declarations(
2189 IWineD3DBaseShader *iface,
2190 shader_reg_maps* reg_maps,
2191 SHADER_BUFFER* buffer,
2192 WineD3D_GL_Info* gl_info);
2194 extern void shader_generate_arb_declarations(
2195 IWineD3DBaseShader *iface,
2196 shader_reg_maps* reg_maps,
2197 SHADER_BUFFER* buffer,
2198 WineD3D_GL_Info* gl_info);
2200 extern void shader_generate_main(
2201 IWineD3DBaseShader *iface,
2202 SHADER_BUFFER* buffer,
2203 shader_reg_maps* reg_maps,
2204 CONST DWORD* pFunction);
2206 extern void shader_dump_ins_modifiers(
2207 const DWORD output);
2209 extern void shader_dump_param(
2210 IWineD3DBaseShader *iface,
2211 const DWORD param,
2212 const DWORD addr_token,
2213 int input);
2215 extern void shader_trace_init(
2216 IWineD3DBaseShader *iface,
2217 const DWORD* pFunction);
2219 extern int shader_get_param(
2220 IWineD3DBaseShader* iface,
2221 const DWORD* pToken,
2222 DWORD* param,
2223 DWORD* addr_token);
2225 extern int shader_skip_unrecognized(
2226 IWineD3DBaseShader* iface,
2227 const DWORD* pToken);
2229 extern void print_glsl_info_log(
2230 WineD3D_GL_Info *gl_info,
2231 GLhandleARB obj);
2233 static inline int shader_get_regtype(const DWORD param) {
2234 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2235 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2238 static inline int shader_get_writemask(const DWORD param) {
2239 return param & WINED3DSP_WRITEMASK_ALL;
2242 extern unsigned int shader_get_float_offset(const DWORD reg);
2244 static inline BOOL shader_is_pshader_version(DWORD token) {
2245 return 0xFFFF0000 == (token & 0xFFFF0000);
2248 static inline BOOL shader_is_vshader_version(DWORD token) {
2249 return 0xFFFE0000 == (token & 0xFFFF0000);
2252 static inline BOOL shader_is_comment(DWORD token) {
2253 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2256 static inline BOOL shader_is_scalar(DWORD param) {
2257 DWORD reg_type = shader_get_regtype(param);
2258 DWORD reg_num;
2260 switch (reg_type) {
2261 case WINED3DSPR_RASTOUT:
2262 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2263 /* oFog & oPts */
2264 return TRUE;
2266 /* oPos */
2267 return FALSE;
2269 case WINED3DSPR_DEPTHOUT: /* oDepth */
2270 case WINED3DSPR_CONSTBOOL: /* b# */
2271 case WINED3DSPR_LOOP: /* aL */
2272 case WINED3DSPR_PREDICATE: /* p0 */
2273 return TRUE;
2275 case WINED3DSPR_MISCTYPE:
2276 reg_num = param & WINED3DSP_REGNUM_MASK;
2277 switch(reg_num) {
2278 case 0: /* vPos */
2279 return FALSE;
2280 case 1: /* vFace */
2281 return TRUE;
2282 default:
2283 return FALSE;
2286 default:
2287 return FALSE;
2291 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2292 local_constant* lconst;
2294 if(This->baseShader.load_local_constsF) return FALSE;
2295 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2296 if(lconst->idx == reg) return TRUE;
2298 return FALSE;
2302 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2303 * so upload them above that
2305 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2306 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2308 /*****************************************************************************
2309 * IDirect3DVertexShader implementation structure
2311 typedef struct IWineD3DVertexShaderImpl {
2312 /* IUnknown parts*/
2313 const IWineD3DVertexShaderVtbl *lpVtbl;
2315 /* IWineD3DBaseShader */
2316 IWineD3DBaseShaderClass baseShader;
2318 /* IWineD3DVertexShaderImpl */
2319 IUnknown *parent;
2321 DWORD usage;
2323 /* Vertex shader input and output semantics */
2324 semantic semantics_in [MAX_ATTRIBS];
2325 semantic semantics_out [MAX_REG_OUTPUT];
2327 /* Ordered array of attributes that are swizzled */
2328 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2329 UINT num_swizzled_attribs;
2331 /* run time data... */
2332 VSHADERDATA *data;
2333 UINT min_rel_offset, max_rel_offset;
2334 UINT rel_offset;
2336 UINT recompile_count;
2337 #if 0 /* needs reworking */
2338 /* run time data */
2339 VSHADERINPUTDATA input;
2340 VSHADEROUTPUTDATA output;
2341 #endif
2342 } IWineD3DVertexShaderImpl;
2343 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2344 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2346 /*****************************************************************************
2347 * IDirect3DPixelShader implementation structure
2350 enum vertexprocessing_mode {
2351 fixedfunction,
2352 vertexshader,
2353 pretransformed
2356 struct stb_const_desc {
2357 char texunit;
2358 UINT const_num;
2361 typedef struct IWineD3DPixelShaderImpl {
2362 /* IUnknown parts */
2363 const IWineD3DPixelShaderVtbl *lpVtbl;
2365 /* IWineD3DBaseShader */
2366 IWineD3DBaseShaderClass baseShader;
2368 /* IWineD3DPixelShaderImpl */
2369 IUnknown *parent;
2371 /* Pixel shader input semantics */
2372 semantic semantics_in [MAX_REG_INPUT];
2373 DWORD input_reg_map[MAX_REG_INPUT];
2374 BOOL input_reg_used[MAX_REG_INPUT];
2375 int declared_in_count;
2377 /* run time data */
2378 PSHADERDATA *data;
2380 /* Some information about the shader behavior */
2381 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2382 char numbumpenvmatconsts;
2383 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2384 char srgb_enabled;
2385 char srgb_mode_hardcoded;
2386 UINT srgb_low_const;
2387 UINT srgb_cmp_const;
2388 char vpos_uniform;
2389 BOOL render_offscreen;
2390 UINT height;
2391 enum vertexprocessing_mode vertexprocessing;
2393 #if 0 /* needs reworking */
2394 PSHADERINPUTDATA input;
2395 PSHADEROUTPUTDATA output;
2396 #endif
2397 } IWineD3DPixelShaderImpl;
2399 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2400 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2402 /* sRGB correction constants */
2403 static const float srgb_cmp = 0.0031308;
2404 static const float srgb_mul_low = 12.92;
2405 static const float srgb_pow = 0.41666;
2406 static const float srgb_mul_high = 1.055;
2407 static const float srgb_sub_high = 0.055;
2409 /*****************************************************************************
2410 * IWineD3DPalette implementation structure
2412 struct IWineD3DPaletteImpl {
2413 /* IUnknown parts */
2414 const IWineD3DPaletteVtbl *lpVtbl;
2415 LONG ref;
2417 IUnknown *parent;
2418 IWineD3DDeviceImpl *wineD3DDevice;
2420 /* IWineD3DPalette */
2421 HPALETTE hpal;
2422 WORD palVersion; /*| */
2423 WORD palNumEntries; /*| LOGPALETTE */
2424 PALETTEENTRY palents[256]; /*| */
2425 /* This is to store the palette in 'screen format' */
2426 int screen_palents[256];
2427 DWORD Flags;
2430 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2431 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2433 /* DirectDraw utility functions */
2434 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2436 /*****************************************************************************
2437 * Pixel format management
2439 typedef struct {
2440 WINED3DFORMAT format;
2441 DWORD alphaMask, redMask, greenMask, blueMask;
2442 UINT bpp;
2443 short depthSize, stencilSize;
2444 BOOL isFourcc;
2445 } StaticPixelFormatDesc;
2447 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2448 WineD3D_GL_Info *gl_info,
2449 const GlPixelFormatDesc **glDesc);
2451 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2452 return (device->vs_selected_mode != SHADER_NONE
2453 && device->stateBlock->vertexShader
2454 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2455 && !device->strided_streams.u.s.position_transformed);
2458 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2459 return (device->ps_selected_mode != SHADER_NONE
2460 && device->stateBlock->pixelShader
2461 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2464 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2465 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2466 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2467 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2468 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2470 #endif