push 0661da64275a0e67e1a41492b8d7716e364e773c
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blobfb05ec0d7acb21e2b9b92fb2bd77c25d373f298d
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 "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
57 struct hash_table_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 enum WINED3D_SHADER_INSTRUCTION_HANDLER
222 WINED3DSIH_ABS,
223 WINED3DSIH_ADD,
224 WINED3DSIH_BEM,
225 WINED3DSIH_BREAK,
226 WINED3DSIH_BREAKC,
227 WINED3DSIH_BREAKP,
228 WINED3DSIH_CALL,
229 WINED3DSIH_CALLNZ,
230 WINED3DSIH_CMP,
231 WINED3DSIH_CND,
232 WINED3DSIH_CRS,
233 WINED3DSIH_DCL,
234 WINED3DSIH_DEF,
235 WINED3DSIH_DEFB,
236 WINED3DSIH_DEFI,
237 WINED3DSIH_DP2ADD,
238 WINED3DSIH_DP3,
239 WINED3DSIH_DP4,
240 WINED3DSIH_DST,
241 WINED3DSIH_DSX,
242 WINED3DSIH_DSY,
243 WINED3DSIH_ELSE,
244 WINED3DSIH_ENDIF,
245 WINED3DSIH_ENDLOOP,
246 WINED3DSIH_ENDREP,
247 WINED3DSIH_EXP,
248 WINED3DSIH_EXPP,
249 WINED3DSIH_FRC,
250 WINED3DSIH_IF,
251 WINED3DSIH_IFC,
252 WINED3DSIH_LABEL,
253 WINED3DSIH_LIT,
254 WINED3DSIH_LOG,
255 WINED3DSIH_LOGP,
256 WINED3DSIH_LOOP,
257 WINED3DSIH_LRP,
258 WINED3DSIH_M3x2,
259 WINED3DSIH_M3x3,
260 WINED3DSIH_M3x4,
261 WINED3DSIH_M4x3,
262 WINED3DSIH_M4x4,
263 WINED3DSIH_MAD,
264 WINED3DSIH_MAX,
265 WINED3DSIH_MIN,
266 WINED3DSIH_MOV,
267 WINED3DSIH_MOVA,
268 WINED3DSIH_MUL,
269 WINED3DSIH_NOP,
270 WINED3DSIH_NRM,
271 WINED3DSIH_PHASE,
272 WINED3DSIH_POW,
273 WINED3DSIH_RCP,
274 WINED3DSIH_REP,
275 WINED3DSIH_RET,
276 WINED3DSIH_RSQ,
277 WINED3DSIH_SETP,
278 WINED3DSIH_SGE,
279 WINED3DSIH_SGN,
280 WINED3DSIH_SINCOS,
281 WINED3DSIH_SLT,
282 WINED3DSIH_SUB,
283 WINED3DSIH_TEX,
284 WINED3DSIH_TEXBEM,
285 WINED3DSIH_TEXBEML,
286 WINED3DSIH_TEXCOORD,
287 WINED3DSIH_TEXDEPTH,
288 WINED3DSIH_TEXDP3,
289 WINED3DSIH_TEXDP3TEX,
290 WINED3DSIH_TEXKILL,
291 WINED3DSIH_TEXLDD,
292 WINED3DSIH_TEXLDL,
293 WINED3DSIH_TEXM3x2DEPTH,
294 WINED3DSIH_TEXM3x2PAD,
295 WINED3DSIH_TEXM3x2TEX,
296 WINED3DSIH_TEXM3x3,
297 WINED3DSIH_TEXM3x3DIFF,
298 WINED3DSIH_TEXM3x3PAD,
299 WINED3DSIH_TEXM3x3SPEC,
300 WINED3DSIH_TEXM3x3TEX,
301 WINED3DSIH_TEXM3x3VSPEC,
302 WINED3DSIH_TEXREG2AR,
303 WINED3DSIH_TEXREG2GB,
304 WINED3DSIH_TEXREG2RGB,
305 WINED3DSIH_TABLE_SIZE
308 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
310 struct shader_caps {
311 DWORD VertexShaderVersion;
312 DWORD MaxVertexShaderConst;
314 DWORD PixelShaderVersion;
315 float PixelShader1xMaxValue;
317 WINED3DVSHADERCAPS2_0 VS20Caps;
318 WINED3DPSHADERCAPS2_0 PS20Caps;
320 DWORD MaxVShaderInstructionsExecuted;
321 DWORD MaxPShaderInstructionsExecuted;
322 DWORD MaxVertexShader30InstructionSlots;
323 DWORD MaxPixelShader30InstructionSlots;
326 enum tex_types
328 tex_1d = 0,
329 tex_2d = 1,
330 tex_3d = 2,
331 tex_cube = 3,
332 tex_rect = 4,
333 tex_type_count = 5,
336 typedef struct {
337 const SHADER_HANDLER *shader_instruction_handler_table;
338 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
339 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
340 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
341 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
342 void (*shader_cleanup)(IWineD3DDevice *iface);
343 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
344 void (*shader_destroy)(IWineD3DBaseShader *iface);
345 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
346 void (*shader_free_private)(IWineD3DDevice *iface);
347 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
348 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
349 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
350 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
351 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
352 } shader_backend_t;
354 extern const shader_backend_t glsl_shader_backend;
355 extern const shader_backend_t arb_program_shader_backend;
356 extern const shader_backend_t none_shader_backend;
358 /* X11 locking */
360 extern void (*wine_tsx11_lock_ptr)(void);
361 extern void (*wine_tsx11_unlock_ptr)(void);
363 /* As GLX relies on X, this is needed */
364 extern int num_lock;
366 #if 0
367 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
368 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
369 #else
370 #define ENTER_GL() wine_tsx11_lock_ptr()
371 #define LEAVE_GL() wine_tsx11_unlock_ptr()
372 #endif
374 /*****************************************************************************
375 * Defines
378 /* GL related defines */
379 /* ------------------ */
380 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
381 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
382 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
383 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
385 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
386 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
387 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
388 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
390 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
391 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
392 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
393 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
395 #define D3DCOLORTOGLFLOAT4(dw, vec) \
396 (vec)[0] = D3DCOLOR_R(dw); \
397 (vec)[1] = D3DCOLOR_G(dw); \
398 (vec)[2] = D3DCOLOR_B(dw); \
399 (vec)[3] = D3DCOLOR_A(dw);
401 /* DirectX Device Limits */
402 /* --------------------- */
403 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
405 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
406 See MaxStreams in MSDN under GetDeviceCaps */
407 /* Maximum number of constants provided to the shaders */
408 #define HIGHEST_TRANSFORMSTATE 512
409 /* Highest value in WINED3DTRANSFORMSTATETYPE */
411 /* Checking of API calls */
412 /* --------------------- */
413 #define checkGLcall(A) \
415 GLint err = glGetError(); \
416 if (err == GL_NO_ERROR) { \
417 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
419 } else do { \
420 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
421 debug_glerror(err), err, A, __FILE__, __LINE__); \
422 err = glGetError(); \
423 } while (err != GL_NO_ERROR); \
426 /* Trace routines / diagnostics */
427 /* ---------------------------- */
429 /* Dump out a matrix and copy it */
430 #define conv_mat(mat,gl_mat) \
431 do { \
432 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
433 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
434 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
435 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
436 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
437 } while (0)
439 /* Macro to dump out the current state of the light chain */
440 #define DUMP_LIGHT_CHAIN() \
442 PLIGHTINFOEL *el = This->stateBlock->lights;\
443 while (el) { \
444 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
445 el = el->next; \
449 /* Trace vector and strided data information */
450 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
451 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
452 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);
454 /* Defines used for optimizations */
456 /* Only reapply what is necessary */
457 #define REAPPLY_ALPHAOP 0x0001
458 #define REAPPLY_ALL 0xFFFF
460 /* Advance declaration of structures to satisfy compiler */
461 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
462 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
463 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
464 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
466 /* Global variables */
467 extern const float identity[16];
469 /*****************************************************************************
470 * Compilable extra diagnostics
473 /* Trace information per-vertex: (extremely high amount of trace) */
474 #if 0 /* NOTE: Must be 0 in cvs */
475 # define VTRACE(A) TRACE A
476 #else
477 # define VTRACE(A)
478 #endif
480 /* Checking of per-vertex related GL calls */
481 /* --------------------- */
482 #define vcheckGLcall(A) \
484 GLint err = glGetError(); \
485 if (err == GL_NO_ERROR) { \
486 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
488 } else do { \
489 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
490 debug_glerror(err), err, A, __FILE__, __LINE__); \
491 err = glGetError(); \
492 } while (err != GL_NO_ERROR); \
495 /* TODO: Confirm each of these works when wined3d move completed */
496 #if 0 /* NOTE: Must be 0 in cvs */
497 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
498 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
499 is enabled, and if it doesn't exist it is disabled. */
500 # define FRAME_DEBUGGING
501 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
502 the file is deleted */
503 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
504 # define SINGLE_FRAME_DEBUGGING
505 # endif
506 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
507 It can only be enabled when FRAME_DEBUGGING is also enabled
508 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
509 array is drawn. */
510 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
511 # define SHOW_FRAME_MAKEUP 1
512 # endif
513 /* The following, when enabled, lets you see the makeup of the all the textures used during each
514 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
515 The contents of the textures assigned to each stage are written into
516 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
517 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
518 # define SHOW_TEXTURE_MAKEUP 0
519 # endif
520 extern BOOL isOn;
521 extern BOOL isDumpingFrames;
522 extern LONG primCounter;
523 #endif
525 /*****************************************************************************
526 * Prototypes
529 /* Routine common to the draw primitive and draw indexed primitive routines */
530 void drawPrimitive(IWineD3DDevice *iface,
531 int PrimitiveType,
532 long NumPrimitives,
533 /* for Indexed: */
534 long StartVertexIndex,
535 UINT numberOfVertices,
536 long StartIdx,
537 short idxBytes,
538 const void *idxData,
539 int minIndex);
541 void primitiveDeclarationConvertToStridedData(
542 IWineD3DDevice *iface,
543 BOOL useVertexShaderFunction,
544 WineDirect3DVertexStridedData *strided,
545 BOOL *fixup);
547 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
549 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
550 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
551 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
552 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
553 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
554 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
555 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
556 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
558 #define eps 1e-8
560 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
561 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
563 /* Routines and structures related to state management */
564 typedef struct WineD3DContext WineD3DContext;
565 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
567 #define STATE_RENDER(a) (a)
568 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
570 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
571 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
573 /* + 1 because samplers start with 0 */
574 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
575 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
577 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
578 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
580 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
581 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
583 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
584 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
585 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
586 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
588 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
589 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
591 #define STATE_VSHADER (STATE_VDECL + 1)
592 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
594 #define STATE_VIEWPORT (STATE_VSHADER + 1)
595 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
597 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
598 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
599 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
600 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
602 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
603 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
605 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
606 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
608 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
609 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
611 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
613 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
615 #define STATE_HIGHEST (STATE_FRONTFACE)
617 struct StateEntry
619 DWORD representative;
620 APPLYSTATEFUNC apply;
623 struct StateEntryTemplate
625 DWORD state;
626 struct StateEntry content;
627 GL_SupportedExt extension;
630 struct fragment_caps {
631 DWORD PrimitiveMiscCaps;
633 DWORD TextureOpCaps;
634 DWORD MaxTextureBlendStages;
635 DWORD MaxSimultaneousTextures;
638 struct fragment_pipeline {
639 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
640 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
641 HRESULT (*alloc_private)(IWineD3DDevice *iface);
642 void (*free_private)(IWineD3DDevice *iface);
643 BOOL (*conv_supported)(WINED3DFORMAT conv);
644 const struct StateEntryTemplate *states;
645 BOOL ffp_proj_control;
648 extern const struct StateEntryTemplate misc_state_template[];
649 extern const struct StateEntryTemplate ffp_vertexstate_template[];
650 extern const struct fragment_pipeline ffp_fragment_pipeline;
651 extern const struct fragment_pipeline atifs_fragment_pipeline;
652 extern const struct fragment_pipeline arbfp_fragment_pipeline;
653 extern const struct fragment_pipeline nvts_fragment_pipeline;
654 extern const struct fragment_pipeline nvrc_fragment_pipeline;
656 /* "Base" state table */
657 void compile_state_table(struct StateEntry *StateTable,
658 APPLYSTATEFUNC **dev_multistate_funcs,
659 WineD3D_GL_Info *gl_info,
660 const struct StateEntryTemplate *vertex,
661 const struct fragment_pipeline *fragment,
662 const struct StateEntryTemplate *misc);
664 /* Shaders for color conversions in blits */
665 struct blit_shader {
666 HRESULT (*alloc_private)(IWineD3DDevice *iface);
667 void (*free_private)(IWineD3DDevice *iface);
668 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
669 void (*unset_shader)(IWineD3DDevice *iface);
670 BOOL (*conv_supported)(WINED3DFORMAT conv);
673 extern const struct blit_shader ffp_blit;
674 extern const struct blit_shader arbfp_blit;
676 /* The new context manager that should deal with onscreen and offscreen rendering */
677 struct WineD3DContext {
678 /* State dirtification
679 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
680 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
681 * 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
682 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
684 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
685 DWORD numDirtyEntries;
686 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
688 IWineD3DSurface *surface;
689 DWORD tid; /* Thread ID which owns this context at the moment */
691 /* Stores some information about the context state for optimization */
692 BOOL draw_buffer_dirty;
693 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
694 BOOL last_was_pshader;
695 BOOL last_was_vshader;
696 BOOL last_was_foggy_shader;
697 BOOL namedArraysLoaded, numberedArraysLoaded;
698 BOOL lastWasPow2Texture[MAX_TEXTURES];
699 GLenum tracking_parm; /* Which source is tracking current colour */
700 unsigned char num_untracked_materials;
701 GLenum untracked_materials[2];
702 BOOL last_was_blit, last_was_ckey;
703 UINT blit_w, blit_h;
704 char texShaderBumpMap;
705 BOOL fog_coord;
707 char *vshader_const_dirty, *pshader_const_dirty;
709 /* The actual opengl context */
710 HGLRC glCtx;
711 HWND win_handle;
712 HDC hdc;
713 HPBUFFERARB pbuffer;
714 BOOL isPBuffer;
715 GLint aux_buffers;
717 /* FBOs */
718 struct list fbo_list;
719 struct fbo_entry *current_fbo;
720 GLuint src_fbo;
721 GLuint dst_fbo;
724 typedef enum ContextUsage {
725 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
726 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
727 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
728 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
729 } ContextUsage;
731 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
732 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
733 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
734 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
735 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
736 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
737 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
739 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
740 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
742 /* Macros for doing basic GPU detection based on opengl capabilities */
743 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
744 #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])
745 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
746 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
748 /* Default callbacks for implicit object destruction */
749 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
751 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
753 /*****************************************************************************
754 * Internal representation of a light
756 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
757 struct PLIGHTINFOEL {
758 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
759 DWORD OriginalIndex;
760 LONG glIndex;
761 BOOL changed;
762 BOOL enabledChanged;
763 BOOL enabled;
765 /* Converted parms to speed up swapping lights */
766 float lightPosn[4];
767 float lightDirn[4];
768 float exponent;
769 float cutoff;
771 struct list entry;
774 /* The default light parameters */
775 extern const WINED3DLIGHT WINED3D_default_light;
777 typedef struct WineD3D_PixelFormat
779 int iPixelFormat; /* WGL pixel format */
780 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
781 int redSize, greenSize, blueSize, alphaSize;
782 int depthSize, stencilSize;
783 BOOL windowDrawable;
784 BOOL pbufferDrawable;
785 BOOL doubleBuffer;
786 int auxBuffers;
787 int numSamples;
788 } WineD3D_PixelFormat;
790 /* The adapter structure */
791 struct WineD3DAdapter
793 UINT num;
794 BOOL opengl;
795 POINT monitorPoint;
796 WineD3D_GL_Info gl_info;
797 const char *driver;
798 const char *description;
799 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
800 int nCfgs;
801 WineD3D_PixelFormat *cfgs;
802 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
803 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
804 unsigned int UsedTextureRam;
807 extern BOOL InitAdapters(void);
808 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
809 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
811 /*****************************************************************************
812 * High order patch management
814 struct WineD3DRectPatch
816 UINT Handle;
817 float *mem;
818 WineDirect3DVertexStridedData strided;
819 WINED3DRECTPATCH_INFO RectPatchInfo;
820 float numSegs[4];
821 char has_normals, has_texcoords;
822 struct list entry;
825 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
827 enum projection_types
829 proj_none = 0,
830 proj_count3 = 1,
831 proj_count4 = 2
834 enum dst_arg
836 resultreg = 0,
837 tempreg = 1
840 /*****************************************************************************
841 * Fixed function pipeline replacements
843 struct texture_stage_op
845 unsigned cop : 5, aop : 5;
846 #define ARG_UNUSED 0x3f
847 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
848 unsigned tex_type : 3;
849 unsigned dst : 1; /* Total of 32 bits */
850 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
851 unsigned projected : 2;
852 unsigned padding : 12; /* Total of 64 bits */
853 WINED3DFORMAT color_correction;
856 struct ffp_frag_settings {
857 struct texture_stage_op op[MAX_TEXTURES];
858 enum {
859 FOG_OFF,
860 FOG_LINEAR,
861 FOG_EXP,
862 FOG_EXP2
863 } fog;
864 /* Use an int instead of a char to get dword alignment */
865 unsigned int sRGB_write;
868 struct ffp_frag_desc
870 struct ffp_frag_settings settings;
873 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
874 struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings);
875 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
876 BOOL ffp_frag_program_key_compare(void *keya, void *keyb);
877 unsigned int ffp_frag_program_key_hash(void *key);
879 /*****************************************************************************
880 * IWineD3D implementation structure
882 typedef struct IWineD3DImpl
884 /* IUnknown fields */
885 const IWineD3DVtbl *lpVtbl;
886 LONG ref; /* Note: Ref counting not required */
888 /* WineD3D Information */
889 IUnknown *parent;
890 UINT dxVersion;
891 } IWineD3DImpl;
893 extern const IWineD3DVtbl IWineD3D_Vtbl;
895 /* TODO: setup some flags in the registry to enable, disable pbuffer support
896 (since it will break quite a few things until contexts are managed properly!) */
897 extern BOOL pbuffer_support;
898 /* allocate one pbuffer per surface */
899 extern BOOL pbuffer_per_surface;
901 /* A helper function that dumps a resource list */
902 void dumpResources(struct list *list);
904 /*****************************************************************************
905 * IWineD3DDevice implementation structure
907 struct IWineD3DDeviceImpl
909 /* IUnknown fields */
910 const IWineD3DDeviceVtbl *lpVtbl;
911 LONG ref; /* Note: Ref counting not required */
913 /* WineD3D Information */
914 IUnknown *parent;
915 IWineD3D *wineD3D;
916 struct WineD3DAdapter *adapter;
918 /* Window styles to restore when switching fullscreen mode */
919 LONG style;
920 LONG exStyle;
922 /* X and GL Information */
923 GLint maxConcurrentLights;
924 GLenum offscreenBuffer;
926 /* Selected capabilities */
927 int vs_selected_mode;
928 int ps_selected_mode;
929 const shader_backend_t *shader_backend;
930 void *shader_priv;
931 void *fragment_priv;
932 void *blit_priv;
933 struct StateEntry StateTable[STATE_HIGHEST + 1];
934 /* Array of functions for states which are handled by more than one pipeline part */
935 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
936 const struct fragment_pipeline *frag_pipe;
937 const struct blit_shader *blitter;
939 unsigned int max_ffp_textures, max_ffp_texture_stages;
941 /* To store */
942 BOOL view_ident; /* true iff view matrix is identity */
943 BOOL untransformed;
944 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
945 #define DDRAW_PITCH_ALIGNMENT 8
946 #define D3D8_PITCH_ALIGNMENT 4
947 unsigned char surface_alignment; /* Line Alignment of surfaces */
949 /* State block related */
950 BOOL isRecordingState;
951 IWineD3DStateBlockImpl *stateBlock;
952 IWineD3DStateBlockImpl *updateStateBlock;
953 BOOL isInDraw;
955 /* Internal use fields */
956 WINED3DDEVICE_CREATION_PARAMETERS createParms;
957 UINT adapterNo;
958 WINED3DDEVTYPE devType;
960 IWineD3DSwapChain **swapchains;
961 UINT NumberOfSwapChains;
963 struct list resources; /* a linked list to track resources created by the device */
964 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
965 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
967 /* Render Target Support */
968 IWineD3DSurface **render_targets;
969 IWineD3DSurface *auto_depth_stencil_buffer;
970 IWineD3DSurface *stencilBufferTarget;
972 /* Caches to avoid unneeded context changes */
973 IWineD3DSurface *lastActiveRenderTarget;
974 IWineD3DSwapChain *lastActiveSwapChain;
976 /* palettes texture management */
977 UINT NumberOfPalettes;
978 PALETTEENTRY **palettes;
979 UINT currentPalette;
980 UINT paletteConversionShader;
982 /* For rendering to a texture using glCopyTexImage */
983 BOOL render_offscreen;
984 GLenum *draw_buffers;
985 GLuint depth_blt_texture;
986 GLuint depth_blt_rb;
987 UINT depth_blt_rb_w;
988 UINT depth_blt_rb_h;
990 /* Cursor management */
991 BOOL bCursorVisible;
992 UINT xHotSpot;
993 UINT yHotSpot;
994 UINT xScreenSpace;
995 UINT yScreenSpace;
996 UINT cursorWidth, cursorHeight;
997 GLuint cursorTexture;
998 BOOL haveHardwareCursor;
999 HCURSOR hardwareCursor;
1001 /* The Wine logo surface */
1002 IWineD3DSurface *logo_surface;
1004 /* Textures for when no other textures are mapped */
1005 UINT dummyTextureName[MAX_TEXTURES];
1007 /* Debug stream management */
1008 BOOL debug;
1010 /* Device state management */
1011 HRESULT state;
1012 BOOL d3d_initialized;
1014 /* A flag to check for proper BeginScene / EndScene call pairs */
1015 BOOL inScene;
1017 /* process vertex shaders using software or hardware */
1018 BOOL softwareVertexProcessing;
1020 /* DirectDraw stuff */
1021 DWORD ddraw_width, ddraw_height;
1022 WINED3DFORMAT ddraw_format;
1024 /* Final position fixup constant */
1025 float posFixup[4];
1027 /* With register combiners we can skip junk texture stages */
1028 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1029 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1030 BOOL fixed_function_usage_map[MAX_TEXTURES];
1032 /* Stream source management */
1033 WineDirect3DVertexStridedData strided_streams;
1034 WineDirect3DVertexStridedData *up_strided;
1035 BOOL useDrawStridedSlow;
1036 BOOL instancedDraw;
1038 /* Context management */
1039 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1040 WineD3DContext *activeContext;
1041 DWORD lastThread;
1042 UINT numContexts;
1043 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1044 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1046 /* High level patch management */
1047 #define PATCHMAP_SIZE 43
1048 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1049 struct list patches[PATCHMAP_SIZE];
1050 struct WineD3DRectPatch *currentPatch;
1053 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1055 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1056 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1057 float Z, DWORD Stencil);
1058 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1059 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1060 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1061 DWORD idx = state >> 5;
1062 BYTE shift = state & 0x1f;
1063 return context->isStateDirty[idx] & (1 << shift);
1066 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1067 typedef struct PrivateData
1069 struct list entry;
1071 GUID tag;
1072 DWORD flags; /* DDSPD_* */
1073 DWORD uniqueness_value;
1075 union
1077 LPVOID data;
1078 LPUNKNOWN object;
1079 } ptr;
1081 DWORD size;
1082 } PrivateData;
1084 /*****************************************************************************
1085 * IWineD3DResource implementation structure
1087 typedef struct IWineD3DResourceClass
1089 /* IUnknown fields */
1090 LONG ref; /* Note: Ref counting not required */
1092 /* WineD3DResource Information */
1093 IUnknown *parent;
1094 WINED3DRESOURCETYPE resourceType;
1095 IWineD3DDeviceImpl *wineD3DDevice;
1096 WINED3DPOOL pool;
1097 UINT size;
1098 DWORD usage;
1099 WINED3DFORMAT format;
1100 DWORD priority;
1101 BYTE *allocatedMemory; /* Pointer to the real data location */
1102 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1103 struct list privateData;
1104 struct list resource_list_entry;
1106 } IWineD3DResourceClass;
1108 typedef struct IWineD3DResourceImpl
1110 /* IUnknown & WineD3DResource Information */
1111 const IWineD3DResourceVtbl *lpVtbl;
1112 IWineD3DResourceClass resource;
1113 } IWineD3DResourceImpl;
1115 /* Tests show that the start address of resources is 32 byte aligned */
1116 #define RESOURCE_ALIGNMENT 32
1118 /*****************************************************************************
1119 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1121 enum vbo_conversion_type {
1122 CONV_NONE = 0,
1123 CONV_D3DCOLOR = 1,
1124 CONV_POSITIONT = 2,
1125 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1127 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1128 * fixed function semantics as D3DCOLOR or FLOAT16
1132 typedef struct IWineD3DVertexBufferImpl
1134 /* IUnknown & WineD3DResource Information */
1135 const IWineD3DVertexBufferVtbl *lpVtbl;
1136 IWineD3DResourceClass resource;
1138 /* WineD3DVertexBuffer specifics */
1139 DWORD fvf;
1141 /* Vertex buffer object support */
1142 GLuint vbo;
1143 BYTE Flags;
1144 LONG bindCount;
1145 LONG vbo_size;
1146 GLenum vbo_usage;
1148 UINT dirtystart, dirtyend;
1149 LONG lockcount;
1151 LONG declChanges, draws;
1152 /* Last description of the buffer */
1153 DWORD stride; /* 0 if no conversion */
1154 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1156 /* Extra load offsets, for FLOAT16 conversion */
1157 DWORD *conv_shift; /* NULL if no shifted conversion */
1158 DWORD conv_stride; /* 0 if no shifted conversion */
1159 } IWineD3DVertexBufferImpl;
1161 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1163 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1164 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1165 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1166 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1168 /*****************************************************************************
1169 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1171 typedef struct IWineD3DIndexBufferImpl
1173 /* IUnknown & WineD3DResource Information */
1174 const IWineD3DIndexBufferVtbl *lpVtbl;
1175 IWineD3DResourceClass resource;
1177 GLuint vbo;
1178 UINT dirtystart, dirtyend;
1179 LONG lockcount;
1181 /* WineD3DVertexBuffer specifics */
1182 } IWineD3DIndexBufferImpl;
1184 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1186 /*****************************************************************************
1187 * IWineD3DBaseTexture D3D- > openGL state map lookups
1189 #define WINED3DFUNC_NOTSUPPORTED -2
1190 #define WINED3DFUNC_UNIMPLEMENTED -1
1192 typedef enum winetexturestates {
1193 WINED3DTEXSTA_ADDRESSU = 0,
1194 WINED3DTEXSTA_ADDRESSV = 1,
1195 WINED3DTEXSTA_ADDRESSW = 2,
1196 WINED3DTEXSTA_BORDERCOLOR = 3,
1197 WINED3DTEXSTA_MAGFILTER = 4,
1198 WINED3DTEXSTA_MINFILTER = 5,
1199 WINED3DTEXSTA_MIPFILTER = 6,
1200 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1201 WINED3DTEXSTA_MAXANISOTROPY = 8,
1202 WINED3DTEXSTA_SRGBTEXTURE = 9,
1203 WINED3DTEXSTA_ELEMENTINDEX = 10,
1204 WINED3DTEXSTA_DMAPOFFSET = 11,
1205 WINED3DTEXSTA_TSSADDRESSW = 12,
1206 MAX_WINETEXTURESTATES = 13,
1207 } winetexturestates;
1209 /*****************************************************************************
1210 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1212 typedef struct IWineD3DBaseTextureClass
1214 UINT levels;
1215 BOOL dirty;
1216 UINT textureName;
1217 UINT LOD;
1218 WINED3DTEXTUREFILTERTYPE filterType;
1219 DWORD states[MAX_WINETEXTURESTATES];
1220 LONG bindCount;
1221 DWORD sampler;
1222 BOOL is_srgb;
1223 UINT srgb_mode_change_count;
1224 WINED3DFORMAT shader_conversion_group;
1225 float pow2Matrix[16];
1226 minMipLookup_t *minMipLookup;
1227 magLookup_t *magLookup;
1228 } IWineD3DBaseTextureClass;
1230 typedef struct IWineD3DBaseTextureImpl
1232 /* IUnknown & WineD3DResource Information */
1233 const IWineD3DBaseTextureVtbl *lpVtbl;
1234 IWineD3DResourceClass resource;
1235 IWineD3DBaseTextureClass baseTexture;
1237 } IWineD3DBaseTextureImpl;
1239 /*****************************************************************************
1240 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1242 typedef struct IWineD3DTextureImpl
1244 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1245 const IWineD3DTextureVtbl *lpVtbl;
1246 IWineD3DResourceClass resource;
1247 IWineD3DBaseTextureClass baseTexture;
1249 /* IWineD3DTexture */
1250 IWineD3DSurface *surfaces[MAX_LEVELS];
1252 UINT width;
1253 UINT height;
1254 UINT target;
1255 BOOL cond_np2;
1257 } IWineD3DTextureImpl;
1259 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1261 /*****************************************************************************
1262 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1264 typedef struct IWineD3DCubeTextureImpl
1266 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1267 const IWineD3DCubeTextureVtbl *lpVtbl;
1268 IWineD3DResourceClass resource;
1269 IWineD3DBaseTextureClass baseTexture;
1271 /* IWineD3DCubeTexture */
1272 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1274 UINT edgeLength;
1275 } IWineD3DCubeTextureImpl;
1277 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1279 typedef struct _WINED3DVOLUMET_DESC
1281 UINT Width;
1282 UINT Height;
1283 UINT Depth;
1284 } WINED3DVOLUMET_DESC;
1286 /*****************************************************************************
1287 * IWineD3DVolume implementation structure (extends IUnknown)
1289 typedef struct IWineD3DVolumeImpl
1291 /* IUnknown & WineD3DResource fields */
1292 const IWineD3DVolumeVtbl *lpVtbl;
1293 IWineD3DResourceClass resource;
1295 /* WineD3DVolume Information */
1296 WINED3DVOLUMET_DESC currentDesc;
1297 IWineD3DBase *container;
1298 UINT bytesPerPixel;
1300 BOOL lockable;
1301 BOOL locked;
1302 WINED3DBOX lockedBox;
1303 WINED3DBOX dirtyBox;
1304 BOOL dirty;
1307 } IWineD3DVolumeImpl;
1309 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1311 /*****************************************************************************
1312 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1314 typedef struct IWineD3DVolumeTextureImpl
1316 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1317 const IWineD3DVolumeTextureVtbl *lpVtbl;
1318 IWineD3DResourceClass resource;
1319 IWineD3DBaseTextureClass baseTexture;
1321 /* IWineD3DVolumeTexture */
1322 IWineD3DVolume *volumes[MAX_LEVELS];
1324 UINT width;
1325 UINT height;
1326 UINT depth;
1327 } IWineD3DVolumeTextureImpl;
1329 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1331 typedef struct _WINED3DSURFACET_DESC
1333 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1334 DWORD MultiSampleQuality;
1335 UINT Width;
1336 UINT Height;
1337 } WINED3DSURFACET_DESC;
1339 /*****************************************************************************
1340 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1342 typedef struct wineD3DSurface_DIB {
1343 HBITMAP DIBsection;
1344 void* bitmap_data;
1345 UINT bitmap_size;
1346 HGDIOBJ holdbitmap;
1347 BOOL client_memory;
1348 } wineD3DSurface_DIB;
1350 typedef struct {
1351 struct list entry;
1352 GLuint id;
1353 UINT width;
1354 UINT height;
1355 } renderbuffer_entry_t;
1357 struct fbo_entry
1359 struct list entry;
1360 IWineD3DSurface **render_targets;
1361 IWineD3DSurface *depth_stencil;
1362 BOOL attached;
1363 GLuint id;
1366 /*****************************************************************************
1367 * IWineD3DClipp implementation structure
1369 typedef struct IWineD3DClipperImpl
1371 const IWineD3DClipperVtbl *lpVtbl;
1372 LONG ref;
1374 IUnknown *Parent;
1375 HWND hWnd;
1376 } IWineD3DClipperImpl;
1379 /*****************************************************************************
1380 * IWineD3DSurface implementation structure
1382 struct IWineD3DSurfaceImpl
1384 /* IUnknown & IWineD3DResource Information */
1385 const IWineD3DSurfaceVtbl *lpVtbl;
1386 IWineD3DResourceClass resource;
1388 /* IWineD3DSurface fields */
1389 IWineD3DBase *container;
1390 WINED3DSURFACET_DESC currentDesc;
1391 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1392 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1394 UINT bytesPerPixel;
1396 /* TODO: move this off into a management class(maybe!) */
1397 DWORD Flags;
1399 UINT pow2Width;
1400 UINT pow2Height;
1401 float heightscale;
1403 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1404 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1406 /* Oversized texture */
1407 RECT glRect;
1409 /* PBO */
1410 GLuint pbo;
1412 RECT lockedRect;
1413 RECT dirtyRect;
1414 int lockCount;
1415 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1417 glDescriptor glDescription;
1418 BOOL srgb;
1420 /* For GetDC */
1421 wineD3DSurface_DIB dib;
1422 HDC hDC;
1424 /* Color keys for DDraw */
1425 WINEDDCOLORKEY DestBltCKey;
1426 WINEDDCOLORKEY DestOverlayCKey;
1427 WINEDDCOLORKEY SrcOverlayCKey;
1428 WINEDDCOLORKEY SrcBltCKey;
1429 DWORD CKeyFlags;
1431 WINEDDCOLORKEY glCKey;
1433 struct list renderbuffers;
1434 renderbuffer_entry_t *current_renderbuffer;
1436 /* DirectDraw clippers */
1437 IWineD3DClipper *clipper;
1439 /* DirectDraw Overlay handling */
1440 RECT overlay_srcrect;
1441 RECT overlay_destrect;
1442 IWineD3DSurfaceImpl *overlay_dest;
1443 struct list overlays;
1444 struct list overlay_entry;
1447 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1448 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1450 /* Predeclare the shared Surface functions */
1451 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1452 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1453 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1454 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1455 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1456 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1457 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1458 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1459 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1460 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1463 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1464 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1465 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1467 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1470 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1471 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1476 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1479 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1480 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1481 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1482 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1483 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1484 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1486 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1488 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1489 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1490 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1491 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1493 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1495 /* Surface flags: */
1496 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1497 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1498 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1499 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1500 #define SFLAG_DISCARD 0x00000010 /* ??? */
1501 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1502 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1503 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1504 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1505 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1506 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1507 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1508 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1509 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1510 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1511 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1512 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1513 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1514 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1515 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1516 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1517 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1518 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1520 /* In some conditions the surface memory must not be freed:
1521 * SFLAG_OVERSIZE: Not all data can be kept in GL
1522 * SFLAG_CONVERTED: Converting the data back would take too long
1523 * SFLAG_DIBSECTION: The dib code manages the memory
1524 * SFLAG_LOCKED: The app requires access to the surface data
1525 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1526 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1527 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1528 * SFLAG_CLIENT: OpenGL uses our memory as backup
1530 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1531 SFLAG_CONVERTED | \
1532 SFLAG_DIBSECTION | \
1533 SFLAG_LOCKED | \
1534 SFLAG_DYNLOCK | \
1535 SFLAG_DYNCHANGE | \
1536 SFLAG_USERPTR | \
1537 SFLAG_PBO | \
1538 SFLAG_CLIENT)
1540 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1541 SFLAG_INTEXTURE | \
1542 SFLAG_INDRAWABLE)
1544 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1545 SFLAG_DS_OFFSCREEN)
1546 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1548 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1550 typedef enum {
1551 NO_CONVERSION,
1552 CONVERT_PALETTED,
1553 CONVERT_PALETTED_CK,
1554 CONVERT_CK_565,
1555 CONVERT_CK_5551,
1556 CONVERT_CK_4444,
1557 CONVERT_CK_4444_ARGB,
1558 CONVERT_CK_1555,
1559 CONVERT_555,
1560 CONVERT_CK_RGB24,
1561 CONVERT_CK_8888,
1562 CONVERT_CK_8888_ARGB,
1563 CONVERT_RGB32_888,
1564 CONVERT_V8U8,
1565 CONVERT_L6V5U5,
1566 CONVERT_X8L8V8U8,
1567 CONVERT_Q8W8V8U8,
1568 CONVERT_V16U16,
1569 CONVERT_A4L4,
1570 CONVERT_R32F,
1571 CONVERT_R16F,
1572 CONVERT_G16R16,
1573 } CONVERT_TYPES;
1575 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);
1577 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1579 /*****************************************************************************
1580 * IWineD3DVertexDeclaration implementation structure
1582 typedef struct attrib_declaration {
1583 DWORD usage;
1584 DWORD idx;
1585 } attrib_declaration;
1587 #define MAX_ATTRIBS 16
1589 typedef struct IWineD3DVertexDeclarationImpl {
1590 /* IUnknown Information */
1591 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1592 LONG ref;
1594 IUnknown *parent;
1595 IWineD3DDeviceImpl *wineD3DDevice;
1597 WINED3DVERTEXELEMENT *pDeclarationWine;
1598 BOOL *ffp_valid;
1599 UINT declarationWNumElements;
1601 DWORD streams[MAX_STREAMS];
1602 UINT num_streams;
1603 BOOL position_transformed;
1604 BOOL half_float_conv_needed;
1606 /* Ordered array of declaration types that need swizzling in a vshader */
1607 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1608 UINT num_swizzled_attribs;
1609 } IWineD3DVertexDeclarationImpl;
1611 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1613 /*****************************************************************************
1614 * IWineD3DStateBlock implementation structure
1617 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1618 /* Note: Very long winded but gl Lists are not flexible enough */
1619 /* to resolve everything we need, so doing it manually for now */
1620 typedef struct SAVEDSTATES {
1621 BOOL indices;
1622 BOOL material;
1623 BOOL fvf;
1624 BOOL streamSource[MAX_STREAMS];
1625 BOOL streamFreq[MAX_STREAMS];
1626 BOOL textures[MAX_COMBINED_SAMPLERS];
1627 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1628 BOOL viewport;
1629 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1630 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1631 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1632 BOOL clipplane[MAX_CLIPPLANES];
1633 BOOL vertexDecl;
1634 BOOL pixelShader;
1635 BOOL pixelShaderConstantsB[MAX_CONST_B];
1636 BOOL pixelShaderConstantsI[MAX_CONST_I];
1637 BOOL *pixelShaderConstantsF;
1638 BOOL vertexShader;
1639 BOOL vertexShaderConstantsB[MAX_CONST_B];
1640 BOOL vertexShaderConstantsI[MAX_CONST_I];
1641 BOOL *vertexShaderConstantsF;
1642 BOOL scissorRect;
1643 } SAVEDSTATES;
1645 typedef struct {
1646 struct list entry;
1647 DWORD count;
1648 DWORD idx[13];
1649 } constants_entry;
1651 struct StageState {
1652 DWORD stage;
1653 DWORD state;
1656 struct IWineD3DStateBlockImpl
1658 /* IUnknown fields */
1659 const IWineD3DStateBlockVtbl *lpVtbl;
1660 LONG ref; /* Note: Ref counting not required */
1662 /* IWineD3DStateBlock information */
1663 IUnknown *parent;
1664 IWineD3DDeviceImpl *wineD3DDevice;
1665 WINED3DSTATEBLOCKTYPE blockType;
1667 /* Array indicating whether things have been set or changed */
1668 SAVEDSTATES changed;
1669 struct list set_vconstantsF;
1670 struct list set_pconstantsF;
1672 /* Drawing - Vertex Shader or FVF related */
1673 DWORD fvf;
1674 /* Vertex Shader Declaration */
1675 IWineD3DVertexDeclaration *vertexDecl;
1677 IWineD3DVertexShader *vertexShader;
1679 /* Vertex Shader Constants */
1680 BOOL vertexShaderConstantB[MAX_CONST_B];
1681 INT vertexShaderConstantI[MAX_CONST_I * 4];
1682 float *vertexShaderConstantF;
1684 /* Stream Source */
1685 BOOL streamIsUP;
1686 UINT streamStride[MAX_STREAMS];
1687 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1688 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1689 UINT streamFreq[MAX_STREAMS + 1];
1690 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1692 /* Indices */
1693 IWineD3DIndexBuffer* pIndexData;
1694 INT baseVertexIndex;
1695 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1697 /* Transform */
1698 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1700 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1701 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1702 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1703 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1704 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1706 /* Clipping */
1707 double clipplane[MAX_CLIPPLANES][4];
1708 WINED3DCLIPSTATUS clip_status;
1710 /* ViewPort */
1711 WINED3DVIEWPORT viewport;
1713 /* Material */
1714 WINED3DMATERIAL material;
1716 /* Pixel Shader */
1717 IWineD3DPixelShader *pixelShader;
1719 /* Pixel Shader Constants */
1720 BOOL pixelShaderConstantB[MAX_CONST_B];
1721 INT pixelShaderConstantI[MAX_CONST_I * 4];
1722 float *pixelShaderConstantF;
1724 /* RenderState */
1725 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1727 /* Texture */
1728 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1729 int textureDimensions[MAX_COMBINED_SAMPLERS];
1731 /* Texture State Stage */
1732 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1733 DWORD lowest_disabled_stage;
1734 /* Sampler States */
1735 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1737 /* Scissor test rectangle */
1738 RECT scissorRect;
1740 /* Contained state management */
1741 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1742 unsigned int num_contained_render_states;
1743 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1744 unsigned int num_contained_transform_states;
1745 DWORD contained_vs_consts_i[MAX_CONST_I];
1746 unsigned int num_contained_vs_consts_i;
1747 DWORD contained_vs_consts_b[MAX_CONST_B];
1748 unsigned int num_contained_vs_consts_b;
1749 DWORD *contained_vs_consts_f;
1750 unsigned int num_contained_vs_consts_f;
1751 DWORD contained_ps_consts_i[MAX_CONST_I];
1752 unsigned int num_contained_ps_consts_i;
1753 DWORD contained_ps_consts_b[MAX_CONST_B];
1754 unsigned int num_contained_ps_consts_b;
1755 DWORD *contained_ps_consts_f;
1756 unsigned int num_contained_ps_consts_f;
1757 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1758 unsigned int num_contained_tss_states;
1759 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1760 unsigned int num_contained_sampler_states;
1763 extern void stateblock_savedstates_set(
1764 IWineD3DStateBlock* iface,
1765 SAVEDSTATES* states,
1766 BOOL value);
1768 extern void stateblock_savedstates_copy(
1769 IWineD3DStateBlock* iface,
1770 SAVEDSTATES* dest,
1771 SAVEDSTATES* source);
1773 extern void stateblock_copy(
1774 IWineD3DStateBlock* destination,
1775 IWineD3DStateBlock* source);
1777 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1779 /* Direct3D terminology with little modifications. We do not have an issued state
1780 * because only the driver knows about it, but we have a created state because d3d
1781 * allows GetData on a created issue, but opengl doesn't
1783 enum query_state {
1784 QUERY_CREATED,
1785 QUERY_SIGNALLED,
1786 QUERY_BUILDING
1788 /*****************************************************************************
1789 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1791 typedef struct IWineD3DQueryImpl
1793 const IWineD3DQueryVtbl *lpVtbl;
1794 LONG ref; /* Note: Ref counting not required */
1796 IUnknown *parent;
1797 /*TODO: replace with iface usage */
1798 #if 0
1799 IWineD3DDevice *wineD3DDevice;
1800 #else
1801 IWineD3DDeviceImpl *wineD3DDevice;
1802 #endif
1804 /* IWineD3DQuery fields */
1805 enum query_state state;
1806 WINED3DQUERYTYPE type;
1807 /* TODO: Think about using a IUnknown instead of a void* */
1808 void *extendedData;
1811 } IWineD3DQueryImpl;
1813 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1814 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1815 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1817 /* Datastructures for IWineD3DQueryImpl.extendedData */
1818 typedef struct WineQueryOcclusionData {
1819 GLuint queryId;
1820 WineD3DContext *ctx;
1821 } WineQueryOcclusionData;
1823 typedef struct WineQueryEventData {
1824 GLuint fenceId;
1825 WineD3DContext *ctx;
1826 } WineQueryEventData;
1828 /*****************************************************************************
1829 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1832 typedef struct IWineD3DSwapChainImpl
1834 /*IUnknown part*/
1835 const IWineD3DSwapChainVtbl *lpVtbl;
1836 LONG ref; /* Note: Ref counting not required */
1838 IUnknown *parent;
1839 IWineD3DDeviceImpl *wineD3DDevice;
1841 /* IWineD3DSwapChain fields */
1842 IWineD3DSurface **backBuffer;
1843 IWineD3DSurface *frontBuffer;
1844 WINED3DPRESENT_PARAMETERS presentParms;
1845 DWORD orig_width, orig_height;
1846 WINED3DFORMAT orig_fmt;
1847 WINED3DGAMMARAMP orig_gamma;
1849 long prev_time, frames; /* Performance tracking */
1850 unsigned int vSyncCounter;
1852 WineD3DContext **context; /* Later a array for multithreading */
1853 unsigned int num_contexts;
1855 HWND win_handle;
1856 } IWineD3DSwapChainImpl;
1858 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1859 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1860 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1862 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1863 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1864 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1865 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1866 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1868 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1869 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1870 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1871 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1872 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1873 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1875 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1877 /*****************************************************************************
1878 * Utility function prototypes
1881 /* Trace routines */
1882 const char* debug_d3dformat(WINED3DFORMAT fmt);
1883 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1884 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1885 const char* debug_d3dusage(DWORD usage);
1886 const char* debug_d3dusagequery(DWORD usagequery);
1887 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1888 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1889 const char* debug_d3ddeclusage(BYTE usage);
1890 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1891 const char* debug_d3drenderstate(DWORD state);
1892 const char* debug_d3dsamplerstate(DWORD state);
1893 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1894 const char* debug_d3dtexturestate(DWORD state);
1895 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1896 const char* debug_d3dpool(WINED3DPOOL pool);
1897 const char *debug_fbostatus(GLenum status);
1898 const char *debug_glerror(GLenum error);
1899 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1900 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1901 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1903 /* Routines for GL <-> D3D values */
1904 GLenum StencilOp(DWORD op);
1905 GLenum CompareFunc(DWORD func);
1906 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1907 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);
1908 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1909 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1910 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1911 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1912 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1914 void surface_force_reload(IWineD3DSurface *iface);
1915 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1916 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1917 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1918 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1919 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
1920 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
1922 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1923 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1925 /* Math utils */
1926 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1927 unsigned int count_bits(unsigned int mask);
1929 /*****************************************************************************
1930 * To enable calling of inherited functions, requires prototypes
1932 * Note: Only require classes which are subclassed, ie resource, basetexture,
1934 /*** IUnknown methods ***/
1935 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1936 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1937 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1938 /*** IWineD3DResource methods ***/
1939 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1940 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1941 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1942 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1943 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1944 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1945 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1946 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1947 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1948 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1949 /*** class static members ***/
1950 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1952 /*** IUnknown methods ***/
1953 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1954 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1955 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1956 /*** IWineD3DResource methods ***/
1957 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1958 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1959 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1960 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1961 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1962 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1963 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1964 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1965 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1966 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1967 /*** IWineD3DBaseTexture methods ***/
1968 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1969 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1970 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1971 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1972 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1973 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1974 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1975 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1977 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1978 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1979 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1980 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1981 /*** class static members ***/
1982 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1985 /* TODO: Make this dynamic, based on shader limits ? */
1986 #define MAX_REG_ADDR 1
1987 #define MAX_REG_TEMP 32
1988 #define MAX_REG_TEXCRD 8
1989 #define MAX_REG_INPUT 12
1990 #define MAX_REG_OUTPUT 12
1991 #define MAX_CONST_I 16
1992 #define MAX_CONST_B 16
1994 /* FIXME: This needs to go up to 2048 for
1995 * Shader model 3 according to msdn (and for software shaders) */
1996 #define MAX_LABELS 16
1998 typedef struct semantic {
1999 DWORD usage;
2000 DWORD reg;
2001 } semantic;
2003 typedef struct local_constant {
2004 struct list entry;
2005 unsigned int idx;
2006 DWORD value[4];
2007 } local_constant;
2009 typedef struct shader_reg_maps {
2011 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2012 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2013 char address[MAX_REG_ADDR]; /* vertex */
2014 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2015 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2016 char attributes[MAX_ATTRIBS]; /* vertex */
2017 char labels[MAX_LABELS]; /* pixel, vertex */
2018 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2020 /* Sampler usage tokens
2021 * Use 0 as default (bit 31 is always 1 on a valid token) */
2022 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2023 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2024 char usesnrm, vpos, usesdsy;
2025 char usesrelconstF;
2027 /* Whether or not loops are used in this shader, and nesting depth */
2028 unsigned loop_depth;
2030 /* Whether or not this shader uses fog */
2031 char fog;
2033 } shader_reg_maps;
2035 /* Undocumented opcode controls */
2036 #define INST_CONTROLS_SHIFT 16
2037 #define INST_CONTROLS_MASK 0x00ff0000
2039 typedef enum COMPARISON_TYPE {
2040 COMPARISON_GT = 1,
2041 COMPARISON_EQ = 2,
2042 COMPARISON_GE = 3,
2043 COMPARISON_LT = 4,
2044 COMPARISON_NE = 5,
2045 COMPARISON_LE = 6
2046 } COMPARISON_TYPE;
2048 typedef struct SHADER_OPCODE {
2049 unsigned int opcode;
2050 const char* name;
2051 const char* glname;
2052 char dst_token;
2053 CONST UINT num_params;
2054 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2055 DWORD min_version;
2056 DWORD max_version;
2057 } SHADER_OPCODE;
2059 typedef struct SHADER_OPCODE_ARG {
2060 IWineD3DBaseShader* shader;
2061 shader_reg_maps* reg_maps;
2062 CONST SHADER_OPCODE* opcode;
2063 DWORD opcode_token;
2064 DWORD dst;
2065 DWORD dst_addr;
2066 DWORD predicate;
2067 DWORD src[4];
2068 DWORD src_addr[4];
2069 SHADER_BUFFER* buffer;
2070 } SHADER_OPCODE_ARG;
2072 typedef struct SHADER_LIMITS {
2073 unsigned int temporary;
2074 unsigned int texcoord;
2075 unsigned int sampler;
2076 unsigned int constant_int;
2077 unsigned int constant_float;
2078 unsigned int constant_bool;
2079 unsigned int address;
2080 unsigned int packed_output;
2081 unsigned int packed_input;
2082 unsigned int attributes;
2083 unsigned int label;
2084 } SHADER_LIMITS;
2086 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2087 maintain state information between multiple codes */
2088 typedef struct SHADER_PARSE_STATE {
2089 unsigned int current_row;
2090 DWORD texcoord_w[2];
2091 } SHADER_PARSE_STATE;
2093 #ifdef __GNUC__
2094 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2095 #else
2096 #define PRINTF_ATTR(fmt,args)
2097 #endif
2099 /* Base Shader utility functions.
2100 * (may move callers into the same file in the future) */
2101 extern int shader_addline(
2102 SHADER_BUFFER* buffer,
2103 const char* fmt, ...) PRINTF_ATTR(2,3);
2105 extern const SHADER_OPCODE* shader_get_opcode(
2106 IWineD3DBaseShader *iface,
2107 const DWORD code);
2109 /* Vertex shader utility functions */
2110 extern BOOL vshader_get_input(
2111 IWineD3DVertexShader* iface,
2112 BYTE usage_req, BYTE usage_idx_req,
2113 unsigned int* regnum);
2115 extern BOOL vshader_input_is_color(
2116 IWineD3DVertexShader* iface,
2117 unsigned int regnum);
2119 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2121 /* GLSL helper functions */
2122 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2124 /*****************************************************************************
2125 * IDirect3DBaseShader implementation structure
2127 typedef struct IWineD3DBaseShaderClass
2129 LONG ref;
2130 DWORD hex_version;
2131 SHADER_LIMITS limits;
2132 SHADER_PARSE_STATE parse_state;
2133 CONST SHADER_OPCODE *shader_ins;
2134 DWORD *function;
2135 UINT functionLength;
2136 GLuint prgId;
2137 BOOL is_compiled;
2138 UINT cur_loop_depth, cur_loop_regno;
2139 BOOL load_local_constsF;
2141 /* Type of shader backend */
2142 int shader_mode;
2144 /* Programs this shader is linked with */
2145 struct list linked_programs;
2147 /* Immediate constants (override global ones) */
2148 struct list constantsB;
2149 struct list constantsF;
2150 struct list constantsI;
2151 shader_reg_maps reg_maps;
2153 /* Pixel formats of sampled textures, for format conversion. This
2154 * represents the formats found during compilation, it is not initialized
2155 * on the first parser pass. It is needed to check if the shader
2156 * needs recompilation to adjust the format conversion
2158 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2159 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2160 UINT num_sampled_samplers;
2162 UINT recompile_count;
2164 /* Pointer to the parent device */
2165 IWineD3DDevice *device;
2166 struct list shader_list_entry;
2168 } IWineD3DBaseShaderClass;
2170 typedef struct IWineD3DBaseShaderImpl {
2171 /* IUnknown */
2172 const IWineD3DBaseShaderVtbl *lpVtbl;
2174 /* IWineD3DBaseShader */
2175 IWineD3DBaseShaderClass baseShader;
2176 } IWineD3DBaseShaderImpl;
2178 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2179 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2180 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2182 extern HRESULT shader_get_registers_used(
2183 IWineD3DBaseShader *iface,
2184 shader_reg_maps* reg_maps,
2185 semantic* semantics_in,
2186 semantic* semantics_out,
2187 CONST DWORD* pToken,
2188 IWineD3DStateBlockImpl *stateBlock);
2190 extern void shader_generate_main(
2191 IWineD3DBaseShader *iface,
2192 SHADER_BUFFER* buffer,
2193 shader_reg_maps* reg_maps,
2194 CONST DWORD* pFunction);
2196 extern void shader_dump_ins_modifiers(
2197 const DWORD output);
2199 extern void shader_dump_param(
2200 IWineD3DBaseShader *iface,
2201 const DWORD param,
2202 const DWORD addr_token,
2203 int input);
2205 extern void shader_trace_init(
2206 IWineD3DBaseShader *iface,
2207 const DWORD* pFunction);
2209 extern int shader_get_param(
2210 IWineD3DBaseShader* iface,
2211 const DWORD* pToken,
2212 DWORD* param,
2213 DWORD* addr_token);
2215 extern int shader_skip_unrecognized(
2216 IWineD3DBaseShader* iface,
2217 const DWORD* pToken);
2219 static inline int shader_get_regtype(const DWORD param) {
2220 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2221 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2224 static inline int shader_get_writemask(const DWORD param) {
2225 return param & WINED3DSP_WRITEMASK_ALL;
2228 extern unsigned int shader_get_float_offset(const DWORD reg);
2230 static inline BOOL shader_is_pshader_version(DWORD token) {
2231 return 0xFFFF0000 == (token & 0xFFFF0000);
2234 static inline BOOL shader_is_vshader_version(DWORD token) {
2235 return 0xFFFE0000 == (token & 0xFFFF0000);
2238 static inline BOOL shader_is_comment(DWORD token) {
2239 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2242 static inline BOOL shader_is_scalar(DWORD param) {
2243 DWORD reg_type = shader_get_regtype(param);
2244 DWORD reg_num;
2246 switch (reg_type) {
2247 case WINED3DSPR_RASTOUT:
2248 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2249 /* oFog & oPts */
2250 return TRUE;
2252 /* oPos */
2253 return FALSE;
2255 case WINED3DSPR_DEPTHOUT: /* oDepth */
2256 case WINED3DSPR_CONSTBOOL: /* b# */
2257 case WINED3DSPR_LOOP: /* aL */
2258 case WINED3DSPR_PREDICATE: /* p0 */
2259 return TRUE;
2261 case WINED3DSPR_MISCTYPE:
2262 reg_num = param & WINED3DSP_REGNUM_MASK;
2263 switch(reg_num) {
2264 case 0: /* vPos */
2265 return FALSE;
2266 case 1: /* vFace */
2267 return TRUE;
2268 default:
2269 return FALSE;
2272 default:
2273 return FALSE;
2277 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2278 local_constant* lconst;
2280 if(This->baseShader.load_local_constsF) return FALSE;
2281 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2282 if(lconst->idx == reg) return TRUE;
2284 return FALSE;
2288 /*****************************************************************************
2289 * IDirect3DVertexShader implementation structure
2291 typedef struct IWineD3DVertexShaderImpl {
2292 /* IUnknown parts*/
2293 const IWineD3DVertexShaderVtbl *lpVtbl;
2295 /* IWineD3DBaseShader */
2296 IWineD3DBaseShaderClass baseShader;
2298 /* IWineD3DVertexShaderImpl */
2299 IUnknown *parent;
2301 DWORD usage;
2303 /* Vertex shader input and output semantics */
2304 semantic semantics_in [MAX_ATTRIBS];
2305 semantic semantics_out [MAX_REG_OUTPUT];
2307 /* Ordered array of attributes that are swizzled */
2308 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2309 UINT num_swizzled_attribs;
2311 UINT min_rel_offset, max_rel_offset;
2312 UINT rel_offset;
2314 UINT recompile_count;
2315 } IWineD3DVertexShaderImpl;
2316 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2317 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2319 /*****************************************************************************
2320 * IDirect3DPixelShader implementation structure
2323 enum vertexprocessing_mode {
2324 fixedfunction,
2325 vertexshader,
2326 pretransformed
2329 struct stb_const_desc {
2330 char texunit;
2331 UINT const_num;
2334 typedef struct IWineD3DPixelShaderImpl {
2335 /* IUnknown parts */
2336 const IWineD3DPixelShaderVtbl *lpVtbl;
2338 /* IWineD3DBaseShader */
2339 IWineD3DBaseShaderClass baseShader;
2341 /* IWineD3DPixelShaderImpl */
2342 IUnknown *parent;
2344 /* Pixel shader input semantics */
2345 semantic semantics_in [MAX_REG_INPUT];
2346 DWORD input_reg_map[MAX_REG_INPUT];
2347 BOOL input_reg_used[MAX_REG_INPUT];
2348 int declared_in_count;
2350 /* Some information about the shader behavior */
2351 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2352 char numbumpenvmatconsts;
2353 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2354 char srgb_enabled;
2355 char srgb_mode_hardcoded;
2356 UINT srgb_low_const;
2357 UINT srgb_cmp_const;
2358 char vpos_uniform;
2359 BOOL render_offscreen;
2360 UINT height;
2361 enum vertexprocessing_mode vertexprocessing;
2362 } IWineD3DPixelShaderImpl;
2364 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2365 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2367 /* sRGB correction constants */
2368 static const float srgb_cmp = 0.0031308;
2369 static const float srgb_mul_low = 12.92;
2370 static const float srgb_pow = 0.41666;
2371 static const float srgb_mul_high = 1.055;
2372 static const float srgb_sub_high = 0.055;
2374 /*****************************************************************************
2375 * IWineD3DPalette implementation structure
2377 struct IWineD3DPaletteImpl {
2378 /* IUnknown parts */
2379 const IWineD3DPaletteVtbl *lpVtbl;
2380 LONG ref;
2382 IUnknown *parent;
2383 IWineD3DDeviceImpl *wineD3DDevice;
2385 /* IWineD3DPalette */
2386 HPALETTE hpal;
2387 WORD palVersion; /*| */
2388 WORD palNumEntries; /*| LOGPALETTE */
2389 PALETTEENTRY palents[256]; /*| */
2390 /* This is to store the palette in 'screen format' */
2391 int screen_palents[256];
2392 DWORD Flags;
2395 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2396 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2398 /* DirectDraw utility functions */
2399 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2401 /*****************************************************************************
2402 * Pixel format management
2404 typedef struct {
2405 WINED3DFORMAT format;
2406 DWORD alphaMask, redMask, greenMask, blueMask;
2407 UINT bpp;
2408 short depthSize, stencilSize;
2409 BOOL isFourcc;
2410 } StaticPixelFormatDesc;
2412 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2413 WineD3D_GL_Info *gl_info,
2414 const GlPixelFormatDesc **glDesc);
2416 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2417 return (device->vs_selected_mode != SHADER_NONE
2418 && device->stateBlock->vertexShader
2419 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2420 && !device->strided_streams.u.s.position_transformed);
2423 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2424 return (device->ps_selected_mode != SHADER_NONE
2425 && device->stateBlock->pixelShader
2426 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2429 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2430 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2431 #endif