push 63c1876572cbb61a874995ad42ef27c14590d232
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob91617e8ec0bfedb11cb69b203516f2638beb2e61
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, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 struct shader_caps {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
236 typedef struct {
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 } shader_backend_t;
252 extern const shader_backend_t atifs_shader_backend;
253 extern const shader_backend_t glsl_shader_backend;
254 extern const shader_backend_t arb_program_shader_backend;
255 extern const shader_backend_t none_shader_backend;
257 /* GLSL shader private data */
258 struct shader_glsl_priv {
259 hash_table_t *glsl_program_lookup;
260 struct glsl_shader_prog_link *glsl_program;
261 GLhandleARB depth_blt_glsl_program_id;
264 /* ARB_program_shader private data */
265 struct shader_arb_priv {
266 GLuint current_vprogram_id;
267 GLuint current_fprogram_id;
268 GLuint depth_blt_vprogram_id;
269 GLuint depth_blt_fprogram_id;
270 BOOL use_arbfp_fixed_func;
271 hash_table_t *fragment_shaders;
274 /* X11 locking */
276 extern void (*wine_tsx11_lock_ptr)(void);
277 extern void (*wine_tsx11_unlock_ptr)(void);
279 /* As GLX relies on X, this is needed */
280 extern int num_lock;
282 #if 0
283 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
284 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
285 #else
286 #define ENTER_GL() wine_tsx11_lock_ptr()
287 #define LEAVE_GL() wine_tsx11_unlock_ptr()
288 #endif
290 /*****************************************************************************
291 * Defines
294 /* GL related defines */
295 /* ------------------ */
296 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
297 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
298 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
299 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
301 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
302 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
303 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
304 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
306 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
311 #define D3DCOLORTOGLFLOAT4(dw, vec) \
312 (vec)[0] = D3DCOLOR_R(dw); \
313 (vec)[1] = D3DCOLOR_G(dw); \
314 (vec)[2] = D3DCOLOR_B(dw); \
315 (vec)[3] = D3DCOLOR_A(dw);
317 /* DirectX Device Limits */
318 /* --------------------- */
319 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
321 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
322 See MaxStreams in MSDN under GetDeviceCaps */
323 /* Maximum number of constants provided to the shaders */
324 #define HIGHEST_TRANSFORMSTATE 512
325 /* Highest value in WINED3DTRANSFORMSTATETYPE */
327 /* Checking of API calls */
328 /* --------------------- */
329 #define checkGLcall(A) \
331 GLint err = glGetError(); \
332 if (err == GL_NO_ERROR) { \
333 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
335 } else do { \
336 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
337 debug_glerror(err), err, A, __FILE__, __LINE__); \
338 err = glGetError(); \
339 } while (err != GL_NO_ERROR); \
342 /* Trace routines / diagnostics */
343 /* ---------------------------- */
345 /* Dump out a matrix and copy it */
346 #define conv_mat(mat,gl_mat) \
347 do { \
348 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
349 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
350 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
351 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
352 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
353 } while (0)
355 /* Macro to dump out the current state of the light chain */
356 #define DUMP_LIGHT_CHAIN() \
358 PLIGHTINFOEL *el = This->stateBlock->lights;\
359 while (el) { \
360 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
361 el = el->next; \
365 /* Trace vector and strided data information */
366 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
367 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
368 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);
370 /* Defines used for optimizations */
372 /* Only reapply what is necessary */
373 #define REAPPLY_ALPHAOP 0x0001
374 #define REAPPLY_ALL 0xFFFF
376 /* Advance declaration of structures to satisfy compiler */
377 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
378 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
379 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
380 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
382 /* Global variables */
383 extern const float identity[16];
385 /*****************************************************************************
386 * Compilable extra diagnostics
389 /* Trace information per-vertex: (extremely high amount of trace) */
390 #if 0 /* NOTE: Must be 0 in cvs */
391 # define VTRACE(A) TRACE A
392 #else
393 # define VTRACE(A)
394 #endif
396 /* Checking of per-vertex related GL calls */
397 /* --------------------- */
398 #define vcheckGLcall(A) \
400 GLint err = glGetError(); \
401 if (err == GL_NO_ERROR) { \
402 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
404 } else do { \
405 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
406 debug_glerror(err), err, A, __FILE__, __LINE__); \
407 err = glGetError(); \
408 } while (err != GL_NO_ERROR); \
411 /* TODO: Confirm each of these works when wined3d move completed */
412 #if 0 /* NOTE: Must be 0 in cvs */
413 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
414 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
415 is enabled, and if it doesn't exist it is disabled. */
416 # define FRAME_DEBUGGING
417 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
418 the file is deleted */
419 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
420 # define SINGLE_FRAME_DEBUGGING
421 # endif
422 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
423 It can only be enabled when FRAME_DEBUGGING is also enabled
424 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
425 array is drawn. */
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
427 # define SHOW_FRAME_MAKEUP 1
428 # endif
429 /* The following, when enabled, lets you see the makeup of the all the textures used during each
430 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
431 The contents of the textures assigned to each stage are written into
432 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 # define SHOW_TEXTURE_MAKEUP 0
435 # endif
436 extern BOOL isOn;
437 extern BOOL isDumpingFrames;
438 extern LONG primCounter;
439 #endif
441 /*****************************************************************************
442 * Prototypes
445 /* Routine common to the draw primitive and draw indexed primitive routines */
446 void drawPrimitive(IWineD3DDevice *iface,
447 int PrimitiveType,
448 long NumPrimitives,
449 /* for Indexed: */
450 long StartVertexIndex,
451 UINT numberOfVertices,
452 long StartIdx,
453 short idxBytes,
454 const void *idxData,
455 int minIndex);
457 void primitiveDeclarationConvertToStridedData(
458 IWineD3DDevice *iface,
459 BOOL useVertexShaderFunction,
460 WineDirect3DVertexStridedData *strided,
461 BOOL *fixup);
463 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
465 typedef void (*glAttribFunc)(void *data);
466 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
467 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
468 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
469 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
470 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
472 #define eps 1e-8
474 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
475 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
477 void depth_copy(IWineD3DDevice *iface);
479 /* Routines and structures related to state management */
480 typedef struct WineD3DContext WineD3DContext;
481 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
483 #define STATE_RENDER(a) (a)
484 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
486 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
487 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
489 /* + 1 because samplers start with 0 */
490 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
491 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
493 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
494 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
496 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
497 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
499 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
500 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
501 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
502 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
504 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
505 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
507 #define STATE_VSHADER (STATE_VDECL + 1)
508 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
510 #define STATE_VIEWPORT (STATE_VSHADER + 1)
511 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
513 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
514 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
515 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
516 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
518 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
519 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
521 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
522 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
524 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
525 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
527 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
529 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
531 #define STATE_HIGHEST (STATE_FRONTFACE)
533 struct StateEntry
535 DWORD representative;
536 APPLYSTATEFUNC apply;
539 struct StateEntryTemplate
541 DWORD state;
542 struct StateEntry content;
543 GL_SupportedExt extension;
546 struct fragment_caps {
547 DWORD PrimitiveMiscCaps;
549 DWORD TextureOpCaps;
550 DWORD MaxTextureBlendStages;
551 DWORD MaxSimultaneousTextures;
554 struct fragment_pipeline {
555 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
556 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
557 HRESULT (*alloc_private)(IWineD3DDevice *iface);
558 void (*free_private)(IWineD3DDevice *iface);
559 const struct StateEntryTemplate *states;
562 extern const struct StateEntryTemplate misc_state_template[];
563 extern const struct StateEntryTemplate ffp_vertexstate_template[];
564 extern const struct fragment_pipeline ffp_fragment_pipeline;
565 extern const struct fragment_pipeline atifs_fragment_pipeline;
566 extern const struct fragment_pipeline arbfp_fragment_pipeline;
567 extern const struct fragment_pipeline nvts_fragment_pipeline;
568 extern const struct fragment_pipeline nvrc_fragment_pipeline;
570 /* "Base" state table */
571 void compile_state_table(struct StateEntry *StateTable,
572 APPLYSTATEFUNC **dev_multistate_funcs,
573 WineD3D_GL_Info *gl_info,
574 const struct StateEntryTemplate *vertex,
575 const struct fragment_pipeline *fragment,
576 const struct StateEntryTemplate *misc);
578 /* The new context manager that should deal with onscreen and offscreen rendering */
579 struct WineD3DContext {
580 /* State dirtification
581 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
582 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
583 * 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
584 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
586 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
587 DWORD numDirtyEntries;
588 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
590 IWineD3DSurface *surface;
591 DWORD tid; /* Thread ID which owns this context at the moment */
593 /* Stores some information about the context state for optimization */
594 BOOL draw_buffer_dirty;
595 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
596 BOOL last_was_pshader;
597 BOOL last_was_vshader;
598 BOOL last_was_foggy_shader;
599 BOOL namedArraysLoaded, numberedArraysLoaded;
600 BOOL lastWasPow2Texture[MAX_TEXTURES];
601 GLenum tracking_parm; /* Which source is tracking current colour */
602 unsigned char num_untracked_materials;
603 GLenum untracked_materials[2];
604 BOOL last_was_blit, last_was_ckey;
605 UINT blit_w, blit_h;
606 char texShaderBumpMap;
607 BOOL fog_coord;
609 char *vshader_const_dirty, *pshader_const_dirty;
611 /* The actual opengl context */
612 HGLRC glCtx;
613 HWND win_handle;
614 HDC hdc;
615 HPBUFFERARB pbuffer;
616 BOOL isPBuffer;
617 GLint aux_buffers;
620 typedef enum ContextUsage {
621 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
622 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
623 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
624 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
625 } ContextUsage;
627 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
628 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
629 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
630 void apply_fbo_state(IWineD3DDevice *iface);
632 /* Macros for doing basic GPU detection based on opengl capabilities */
633 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
634 #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])
635 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
636 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
638 /* Default callbacks for implicit object destruction */
639 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
641 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
643 /*****************************************************************************
644 * Internal representation of a light
646 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
647 struct PLIGHTINFOEL {
648 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
649 DWORD OriginalIndex;
650 LONG glIndex;
651 BOOL changed;
652 BOOL enabledChanged;
653 BOOL enabled;
655 /* Converted parms to speed up swapping lights */
656 float lightPosn[4];
657 float lightDirn[4];
658 float exponent;
659 float cutoff;
661 struct list entry;
664 /* The default light parameters */
665 extern const WINED3DLIGHT WINED3D_default_light;
667 typedef struct WineD3D_PixelFormat
669 int iPixelFormat; /* WGL pixel format */
670 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
671 int redSize, greenSize, blueSize, alphaSize;
672 int depthSize, stencilSize;
673 BOOL windowDrawable;
674 BOOL pbufferDrawable;
675 BOOL doubleBuffer;
676 int auxBuffers;
677 int numSamples;
678 } WineD3D_PixelFormat;
680 /* The adapter structure */
681 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
682 struct WineD3DAdapter
684 UINT num;
685 BOOL opengl;
686 POINT monitorPoint;
687 WineD3D_GL_Info gl_info;
688 const char *driver;
689 const char *description;
690 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
691 int nCfgs;
692 WineD3D_PixelFormat *cfgs;
693 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
694 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
695 unsigned int UsedTextureRam;
698 extern BOOL InitAdapters(void);
699 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
700 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
702 /*****************************************************************************
703 * High order patch management
705 struct WineD3DRectPatch
707 UINT Handle;
708 float *mem;
709 WineDirect3DVertexStridedData strided;
710 WINED3DRECTPATCH_INFO RectPatchInfo;
711 float numSegs[4];
712 char has_normals, has_texcoords;
713 struct list entry;
716 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
718 enum projection_types
720 proj_none = 0,
721 proj_count3 = 1,
722 proj_count4 = 2
725 enum tex_types
727 tex_1d = 0,
728 tex_2d = 1,
729 tex_3d = 2,
730 tex_cube = 3,
731 tex_rect = 4
734 enum dst_arg
736 resultreg = 0,
737 tempreg = 1
740 /*****************************************************************************
741 * Fixed function pipeline replacements
743 struct texture_stage_op
745 unsigned cop : 5, aop : 5;
746 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
747 unsigned tex_type : 3;
748 unsigned dst : 1; /* Total of 32 bits */
749 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
750 unsigned projected : 2;
751 unsigned padding : 12; /* Total of 64 bits */
752 WINED3DFORMAT color_correction;
755 struct ffp_settings {
756 struct texture_stage_op op[MAX_TEXTURES];
757 enum {
758 FOG_OFF,
759 FOG_LINEAR,
760 FOG_EXP,
761 FOG_EXP2
762 } fog;
765 struct ffp_desc
767 struct ffp_settings settings;
770 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
771 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings);
772 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc);
773 BOOL ffp_program_key_compare(void *keya, void *keyb);
774 unsigned int ffp_program_key_hash(void *key);
776 /*****************************************************************************
777 * IWineD3D implementation structure
779 typedef struct IWineD3DImpl
781 /* IUnknown fields */
782 const IWineD3DVtbl *lpVtbl;
783 LONG ref; /* Note: Ref counting not required */
785 /* WineD3D Information */
786 IUnknown *parent;
787 UINT dxVersion;
788 } IWineD3DImpl;
790 extern const IWineD3DVtbl IWineD3D_Vtbl;
792 /* TODO: setup some flags in the registry to enable, disable pbuffer support
793 (since it will break quite a few things until contexts are managed properly!) */
794 extern BOOL pbuffer_support;
795 /* allocate one pbuffer per surface */
796 extern BOOL pbuffer_per_surface;
798 /* A helper function that dumps a resource list */
799 void dumpResources(struct list *list);
801 /*****************************************************************************
802 * IWineD3DDevice implementation structure
804 struct IWineD3DDeviceImpl
806 /* IUnknown fields */
807 const IWineD3DDeviceVtbl *lpVtbl;
808 LONG ref; /* Note: Ref counting not required */
810 /* WineD3D Information */
811 IUnknown *parent;
812 IWineD3D *wineD3D;
813 struct WineD3DAdapter *adapter;
815 /* Window styles to restore when switching fullscreen mode */
816 LONG style;
817 LONG exStyle;
819 /* X and GL Information */
820 GLint maxConcurrentLights;
821 GLenum offscreenBuffer;
823 /* Selected capabilities */
824 int vs_selected_mode;
825 int ps_selected_mode;
826 const shader_backend_t *shader_backend;
827 void *shader_priv;
828 void *fragment_priv;
829 struct StateEntry StateTable[STATE_HIGHEST + 1];
830 /* Array of functions for states which are handled by more than one pipeline part */
831 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
832 const struct fragment_pipeline *frag_pipe;
834 /* To store */
835 BOOL view_ident; /* true iff view matrix is identity */
836 BOOL untransformed;
837 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
838 #define DDRAW_PITCH_ALIGNMENT 8
839 #define D3D8_PITCH_ALIGNMENT 4
840 unsigned char surface_alignment; /* Line Alignment of surfaces */
842 /* State block related */
843 BOOL isRecordingState;
844 IWineD3DStateBlockImpl *stateBlock;
845 IWineD3DStateBlockImpl *updateStateBlock;
846 BOOL isInDraw;
848 /* Internal use fields */
849 WINED3DDEVICE_CREATION_PARAMETERS createParms;
850 UINT adapterNo;
851 WINED3DDEVTYPE devType;
853 IWineD3DSwapChain **swapchains;
854 UINT NumberOfSwapChains;
856 struct list resources; /* a linked list to track resources created by the device */
857 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
858 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
860 /* Render Target Support */
861 IWineD3DSurface **render_targets;
862 IWineD3DSurface *auto_depth_stencil_buffer;
863 IWineD3DSurface **fbo_color_attachments;
864 IWineD3DSurface *fbo_depth_attachment;
866 IWineD3DSurface *stencilBufferTarget;
868 /* Caches to avoid unneeded context changes */
869 IWineD3DSurface *lastActiveRenderTarget;
870 IWineD3DSwapChain *lastActiveSwapChain;
872 /* palettes texture management */
873 UINT NumberOfPalettes;
874 PALETTEENTRY **palettes;
875 UINT currentPalette;
876 UINT paletteConversionShader;
878 /* For rendering to a texture using glCopyTexImage */
879 BOOL render_offscreen;
880 GLuint fbo;
881 GLuint src_fbo;
882 GLuint dst_fbo;
883 GLenum *draw_buffers;
884 GLuint depth_blt_texture;
885 GLuint depth_blt_rb;
886 UINT depth_blt_rb_w;
887 UINT depth_blt_rb_h;
889 /* Cursor management */
890 BOOL bCursorVisible;
891 UINT xHotSpot;
892 UINT yHotSpot;
893 UINT xScreenSpace;
894 UINT yScreenSpace;
895 UINT cursorWidth, cursorHeight;
896 GLuint cursorTexture;
897 BOOL haveHardwareCursor;
898 HCURSOR hardwareCursor;
900 /* The Wine logo surface */
901 IWineD3DSurface *logo_surface;
903 /* Textures for when no other textures are mapped */
904 UINT dummyTextureName[MAX_TEXTURES];
906 /* Debug stream management */
907 BOOL debug;
909 /* Device state management */
910 HRESULT state;
911 BOOL d3d_initialized;
913 /* A flag to check for proper BeginScene / EndScene call pairs */
914 BOOL inScene;
916 /* process vertex shaders using software or hardware */
917 BOOL softwareVertexProcessing;
919 /* DirectDraw stuff */
920 HWND ddraw_window;
921 IWineD3DSurface *ddraw_primary;
922 DWORD ddraw_width, ddraw_height;
923 WINED3DFORMAT ddraw_format;
924 BOOL ddraw_fullscreen;
926 /* Final position fixup constant */
927 float posFixup[4];
929 /* With register combiners we can skip junk texture stages */
930 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
931 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
932 BOOL fixed_function_usage_map[MAX_TEXTURES];
934 /* Stream source management */
935 WineDirect3DVertexStridedData strided_streams;
936 WineDirect3DVertexStridedData *up_strided;
937 BOOL useDrawStridedSlow;
938 BOOL instancedDraw;
940 /* Context management */
941 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
942 WineD3DContext *activeContext;
943 DWORD lastThread;
944 UINT numContexts;
945 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
946 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
948 /* High level patch management */
949 #define PATCHMAP_SIZE 43
950 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
951 struct list patches[PATCHMAP_SIZE];
952 struct WineD3DRectPatch *currentPatch;
955 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
957 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
958 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
959 float Z, DWORD Stencil);
960 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
961 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
962 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
963 DWORD idx = state >> 5;
964 BYTE shift = state & 0x1f;
965 return context->isStateDirty[idx] & (1 << shift);
968 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
969 typedef struct PrivateData
971 struct list entry;
973 GUID tag;
974 DWORD flags; /* DDSPD_* */
975 DWORD uniqueness_value;
977 union
979 LPVOID data;
980 LPUNKNOWN object;
981 } ptr;
983 DWORD size;
984 } PrivateData;
986 /*****************************************************************************
987 * IWineD3DResource implementation structure
989 typedef struct IWineD3DResourceClass
991 /* IUnknown fields */
992 LONG ref; /* Note: Ref counting not required */
994 /* WineD3DResource Information */
995 IUnknown *parent;
996 WINED3DRESOURCETYPE resourceType;
997 IWineD3DDeviceImpl *wineD3DDevice;
998 WINED3DPOOL pool;
999 UINT size;
1000 DWORD usage;
1001 WINED3DFORMAT format;
1002 BYTE *allocatedMemory; /* Pointer to the real data location */
1003 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1004 struct list privateData;
1005 struct list resource_list_entry;
1007 } IWineD3DResourceClass;
1009 typedef struct IWineD3DResourceImpl
1011 /* IUnknown & WineD3DResource Information */
1012 const IWineD3DResourceVtbl *lpVtbl;
1013 IWineD3DResourceClass resource;
1014 } IWineD3DResourceImpl;
1016 /* Tests show that the start address of resources is 32 byte aligned */
1017 #define RESOURCE_ALIGNMENT 32
1019 /*****************************************************************************
1020 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1022 enum vbo_conversion_type {
1023 CONV_NONE = 0,
1024 CONV_D3DCOLOR = 1,
1025 CONV_POSITIONT = 2,
1026 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1028 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1029 * fixed function semantics as D3DCOLOR or FLOAT16
1033 typedef struct IWineD3DVertexBufferImpl
1035 /* IUnknown & WineD3DResource Information */
1036 const IWineD3DVertexBufferVtbl *lpVtbl;
1037 IWineD3DResourceClass resource;
1039 /* WineD3DVertexBuffer specifics */
1040 DWORD fvf;
1042 /* Vertex buffer object support */
1043 GLuint vbo;
1044 BYTE Flags;
1045 LONG bindCount;
1046 LONG vbo_size;
1047 GLenum vbo_usage;
1049 UINT dirtystart, dirtyend;
1050 LONG lockcount;
1052 LONG declChanges, draws;
1053 /* Last description of the buffer */
1054 DWORD stride; /* 0 if no conversion */
1055 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1057 /* Extra load offsets, for FLOAT16 conversion */
1058 DWORD *conv_shift; /* NULL if no shifted conversion */
1059 DWORD conv_stride; /* 0 if no shifted conversion */
1060 } IWineD3DVertexBufferImpl;
1062 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1064 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1065 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1066 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1067 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1069 /*****************************************************************************
1070 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1072 typedef struct IWineD3DIndexBufferImpl
1074 /* IUnknown & WineD3DResource Information */
1075 const IWineD3DIndexBufferVtbl *lpVtbl;
1076 IWineD3DResourceClass resource;
1078 GLuint vbo;
1079 UINT dirtystart, dirtyend;
1080 LONG lockcount;
1082 /* WineD3DVertexBuffer specifics */
1083 } IWineD3DIndexBufferImpl;
1085 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1087 /*****************************************************************************
1088 * IWineD3DBaseTexture D3D- > openGL state map lookups
1090 #define WINED3DFUNC_NOTSUPPORTED -2
1091 #define WINED3DFUNC_UNIMPLEMENTED -1
1093 typedef enum winetexturestates {
1094 WINED3DTEXSTA_ADDRESSU = 0,
1095 WINED3DTEXSTA_ADDRESSV = 1,
1096 WINED3DTEXSTA_ADDRESSW = 2,
1097 WINED3DTEXSTA_BORDERCOLOR = 3,
1098 WINED3DTEXSTA_MAGFILTER = 4,
1099 WINED3DTEXSTA_MINFILTER = 5,
1100 WINED3DTEXSTA_MIPFILTER = 6,
1101 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1102 WINED3DTEXSTA_MAXANISOTROPY = 8,
1103 WINED3DTEXSTA_SRGBTEXTURE = 9,
1104 WINED3DTEXSTA_ELEMENTINDEX = 10,
1105 WINED3DTEXSTA_DMAPOFFSET = 11,
1106 WINED3DTEXSTA_TSSADDRESSW = 12,
1107 MAX_WINETEXTURESTATES = 13,
1108 } winetexturestates;
1110 /*****************************************************************************
1111 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1113 typedef struct IWineD3DBaseTextureClass
1115 UINT levels;
1116 BOOL dirty;
1117 UINT textureName;
1118 UINT LOD;
1119 WINED3DTEXTUREFILTERTYPE filterType;
1120 DWORD states[MAX_WINETEXTURESTATES];
1121 LONG bindCount;
1122 DWORD sampler;
1123 BOOL is_srgb;
1124 UINT srgb_mode_change_count;
1125 WINED3DFORMAT shader_conversion_group;
1126 float pow2Matrix[16];
1127 minMipLookup_t *minMipLookup;
1128 magLookup_t *magLookup;
1129 } IWineD3DBaseTextureClass;
1131 typedef struct IWineD3DBaseTextureImpl
1133 /* IUnknown & WineD3DResource Information */
1134 const IWineD3DBaseTextureVtbl *lpVtbl;
1135 IWineD3DResourceClass resource;
1136 IWineD3DBaseTextureClass baseTexture;
1138 } IWineD3DBaseTextureImpl;
1140 /*****************************************************************************
1141 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1143 typedef struct IWineD3DTextureImpl
1145 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1146 const IWineD3DTextureVtbl *lpVtbl;
1147 IWineD3DResourceClass resource;
1148 IWineD3DBaseTextureClass baseTexture;
1150 /* IWineD3DTexture */
1151 IWineD3DSurface *surfaces[MAX_LEVELS];
1153 UINT width;
1154 UINT height;
1155 UINT target;
1156 BOOL cond_np2;
1158 } IWineD3DTextureImpl;
1160 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1162 /*****************************************************************************
1163 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1165 typedef struct IWineD3DCubeTextureImpl
1167 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1168 const IWineD3DCubeTextureVtbl *lpVtbl;
1169 IWineD3DResourceClass resource;
1170 IWineD3DBaseTextureClass baseTexture;
1172 /* IWineD3DCubeTexture */
1173 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1175 UINT edgeLength;
1176 } IWineD3DCubeTextureImpl;
1178 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1180 typedef struct _WINED3DVOLUMET_DESC
1182 UINT Width;
1183 UINT Height;
1184 UINT Depth;
1185 } WINED3DVOLUMET_DESC;
1187 /*****************************************************************************
1188 * IWineD3DVolume implementation structure (extends IUnknown)
1190 typedef struct IWineD3DVolumeImpl
1192 /* IUnknown & WineD3DResource fields */
1193 const IWineD3DVolumeVtbl *lpVtbl;
1194 IWineD3DResourceClass resource;
1196 /* WineD3DVolume Information */
1197 WINED3DVOLUMET_DESC currentDesc;
1198 IWineD3DBase *container;
1199 UINT bytesPerPixel;
1201 BOOL lockable;
1202 BOOL locked;
1203 WINED3DBOX lockedBox;
1204 WINED3DBOX dirtyBox;
1205 BOOL dirty;
1208 } IWineD3DVolumeImpl;
1210 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1212 /*****************************************************************************
1213 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1215 typedef struct IWineD3DVolumeTextureImpl
1217 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1218 const IWineD3DVolumeTextureVtbl *lpVtbl;
1219 IWineD3DResourceClass resource;
1220 IWineD3DBaseTextureClass baseTexture;
1222 /* IWineD3DVolumeTexture */
1223 IWineD3DVolume *volumes[MAX_LEVELS];
1225 UINT width;
1226 UINT height;
1227 UINT depth;
1228 } IWineD3DVolumeTextureImpl;
1230 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1232 typedef struct _WINED3DSURFACET_DESC
1234 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1235 DWORD MultiSampleQuality;
1236 UINT Width;
1237 UINT Height;
1238 } WINED3DSURFACET_DESC;
1240 /*****************************************************************************
1241 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1243 typedef struct wineD3DSurface_DIB {
1244 HBITMAP DIBsection;
1245 void* bitmap_data;
1246 UINT bitmap_size;
1247 HGDIOBJ holdbitmap;
1248 BOOL client_memory;
1249 } wineD3DSurface_DIB;
1251 typedef struct {
1252 struct list entry;
1253 GLuint id;
1254 UINT width;
1255 UINT height;
1256 } renderbuffer_entry_t;
1258 /*****************************************************************************
1259 * IWineD3DClipp implementation structure
1261 typedef struct IWineD3DClipperImpl
1263 const IWineD3DClipperVtbl *lpVtbl;
1264 LONG ref;
1266 IUnknown *Parent;
1267 HWND hWnd;
1268 } IWineD3DClipperImpl;
1271 /*****************************************************************************
1272 * IWineD3DSurface implementation structure
1274 struct IWineD3DSurfaceImpl
1276 /* IUnknown & IWineD3DResource Information */
1277 const IWineD3DSurfaceVtbl *lpVtbl;
1278 IWineD3DResourceClass resource;
1280 /* IWineD3DSurface fields */
1281 IWineD3DBase *container;
1282 WINED3DSURFACET_DESC currentDesc;
1283 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1284 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1286 UINT bytesPerPixel;
1288 /* TODO: move this off into a management class(maybe!) */
1289 DWORD Flags;
1291 UINT pow2Width;
1292 UINT pow2Height;
1294 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1295 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1297 /* Oversized texture */
1298 RECT glRect;
1300 /* PBO */
1301 GLuint pbo;
1303 RECT lockedRect;
1304 RECT dirtyRect;
1305 int lockCount;
1306 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1308 glDescriptor glDescription;
1309 BOOL srgb;
1311 /* For GetDC */
1312 wineD3DSurface_DIB dib;
1313 HDC hDC;
1315 /* Color keys for DDraw */
1316 WINEDDCOLORKEY DestBltCKey;
1317 WINEDDCOLORKEY DestOverlayCKey;
1318 WINEDDCOLORKEY SrcOverlayCKey;
1319 WINEDDCOLORKEY SrcBltCKey;
1320 DWORD CKeyFlags;
1322 WINEDDCOLORKEY glCKey;
1324 struct list renderbuffers;
1325 renderbuffer_entry_t *current_renderbuffer;
1327 /* DirectDraw clippers */
1328 IWineD3DClipper *clipper;
1330 /* DirectDraw Overlay handling */
1331 RECT overlay_srcrect;
1332 RECT overlay_destrect;
1333 IWineD3DSurfaceImpl *overlay_dest;
1334 struct list overlays;
1335 struct list overlay_entry;
1338 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1339 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1341 /* Predeclare the shared Surface functions */
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1343 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1346 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1347 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1348 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1349 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1350 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1351 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1352 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1353 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1355 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1362 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1365 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1366 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1367 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1371 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1372 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1373 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1374 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1375 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1377 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1379 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1380 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1381 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1382 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1384 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1386 /* Surface flags: */
1387 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1388 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1389 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1390 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1391 #define SFLAG_DISCARD 0x00000010 /* ??? */
1392 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1393 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1394 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1395 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1396 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1397 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1398 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1399 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1400 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1401 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1402 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1403 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1404 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1405 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1406 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1407 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1408 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1410 /* In some conditions the surface memory must not be freed:
1411 * SFLAG_OVERSIZE: Not all data can be kept in GL
1412 * SFLAG_CONVERTED: Converting the data back would take too long
1413 * SFLAG_DIBSECTION: The dib code manages the memory
1414 * SFLAG_LOCKED: The app requires access to the surface data
1415 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1416 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1417 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1418 * SFLAG_CLIENT: OpenGL uses our memory as backup
1420 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1421 SFLAG_CONVERTED | \
1422 SFLAG_DIBSECTION | \
1423 SFLAG_LOCKED | \
1424 SFLAG_DYNLOCK | \
1425 SFLAG_DYNCHANGE | \
1426 SFLAG_USERPTR | \
1427 SFLAG_PBO | \
1428 SFLAG_CLIENT)
1430 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1431 SFLAG_INTEXTURE | \
1432 SFLAG_INDRAWABLE)
1434 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1435 SFLAG_DS_OFFSCREEN)
1437 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1439 typedef enum {
1440 NO_CONVERSION,
1441 CONVERT_PALETTED,
1442 CONVERT_PALETTED_CK,
1443 CONVERT_CK_565,
1444 CONVERT_CK_5551,
1445 CONVERT_CK_4444,
1446 CONVERT_CK_4444_ARGB,
1447 CONVERT_CK_1555,
1448 CONVERT_555,
1449 CONVERT_CK_RGB24,
1450 CONVERT_CK_8888,
1451 CONVERT_CK_8888_ARGB,
1452 CONVERT_RGB32_888,
1453 CONVERT_V8U8,
1454 CONVERT_L6V5U5,
1455 CONVERT_X8L8V8U8,
1456 CONVERT_Q8W8V8U8,
1457 CONVERT_V16U16,
1458 CONVERT_A4L4,
1459 CONVERT_R32F,
1460 CONVERT_R16F,
1461 CONVERT_G16R16,
1462 } CONVERT_TYPES;
1464 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);
1466 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1468 /*****************************************************************************
1469 * IWineD3DVertexDeclaration implementation structure
1471 typedef struct attrib_declaration {
1472 DWORD usage;
1473 DWORD idx;
1474 } attrib_declaration;
1476 #define MAX_ATTRIBS 16
1478 typedef struct IWineD3DVertexDeclarationImpl {
1479 /* IUnknown Information */
1480 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1481 LONG ref;
1483 IUnknown *parent;
1484 IWineD3DDeviceImpl *wineD3DDevice;
1486 WINED3DVERTEXELEMENT *pDeclarationWine;
1487 UINT declarationWNumElements;
1489 DWORD streams[MAX_STREAMS];
1490 UINT num_streams;
1491 BOOL position_transformed;
1492 BOOL half_float_conv_needed;
1494 /* Ordered array of declaration types that need swizzling in a vshader */
1495 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1496 UINT num_swizzled_attribs;
1497 } IWineD3DVertexDeclarationImpl;
1499 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1501 /*****************************************************************************
1502 * IWineD3DStateBlock implementation structure
1505 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1506 /* Note: Very long winded but gl Lists are not flexible enough */
1507 /* to resolve everything we need, so doing it manually for now */
1508 typedef struct SAVEDSTATES {
1509 BOOL indices;
1510 BOOL material;
1511 BOOL fvf;
1512 BOOL streamSource[MAX_STREAMS];
1513 BOOL streamFreq[MAX_STREAMS];
1514 BOOL textures[MAX_COMBINED_SAMPLERS];
1515 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1516 BOOL viewport;
1517 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1518 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1519 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1520 BOOL clipplane[MAX_CLIPPLANES];
1521 BOOL vertexDecl;
1522 BOOL pixelShader;
1523 BOOL pixelShaderConstantsB[MAX_CONST_B];
1524 BOOL pixelShaderConstantsI[MAX_CONST_I];
1525 BOOL *pixelShaderConstantsF;
1526 BOOL vertexShader;
1527 BOOL vertexShaderConstantsB[MAX_CONST_B];
1528 BOOL vertexShaderConstantsI[MAX_CONST_I];
1529 BOOL *vertexShaderConstantsF;
1530 BOOL scissorRect;
1531 } SAVEDSTATES;
1533 typedef struct {
1534 struct list entry;
1535 DWORD count;
1536 DWORD idx[13];
1537 } constants_entry;
1539 struct StageState {
1540 DWORD stage;
1541 DWORD state;
1544 struct IWineD3DStateBlockImpl
1546 /* IUnknown fields */
1547 const IWineD3DStateBlockVtbl *lpVtbl;
1548 LONG ref; /* Note: Ref counting not required */
1550 /* IWineD3DStateBlock information */
1551 IUnknown *parent;
1552 IWineD3DDeviceImpl *wineD3DDevice;
1553 WINED3DSTATEBLOCKTYPE blockType;
1555 /* Array indicating whether things have been set or changed */
1556 SAVEDSTATES changed;
1557 struct list set_vconstantsF;
1558 struct list set_pconstantsF;
1560 /* Drawing - Vertex Shader or FVF related */
1561 DWORD fvf;
1562 /* Vertex Shader Declaration */
1563 IWineD3DVertexDeclaration *vertexDecl;
1565 IWineD3DVertexShader *vertexShader;
1567 /* Vertex Shader Constants */
1568 BOOL vertexShaderConstantB[MAX_CONST_B];
1569 INT vertexShaderConstantI[MAX_CONST_I * 4];
1570 float *vertexShaderConstantF;
1572 /* Stream Source */
1573 BOOL streamIsUP;
1574 UINT streamStride[MAX_STREAMS];
1575 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1576 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1577 UINT streamFreq[MAX_STREAMS + 1];
1578 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1580 /* Indices */
1581 IWineD3DIndexBuffer* pIndexData;
1582 INT baseVertexIndex;
1583 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1585 /* Transform */
1586 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1588 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1589 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1590 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1591 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1592 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1594 /* Clipping */
1595 double clipplane[MAX_CLIPPLANES][4];
1596 WINED3DCLIPSTATUS clip_status;
1598 /* ViewPort */
1599 WINED3DVIEWPORT viewport;
1601 /* Material */
1602 WINED3DMATERIAL material;
1604 /* Pixel Shader */
1605 IWineD3DPixelShader *pixelShader;
1607 /* Pixel Shader Constants */
1608 BOOL pixelShaderConstantB[MAX_CONST_B];
1609 INT pixelShaderConstantI[MAX_CONST_I * 4];
1610 float *pixelShaderConstantF;
1612 /* RenderState */
1613 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1615 /* Texture */
1616 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1617 int textureDimensions[MAX_COMBINED_SAMPLERS];
1619 /* Texture State Stage */
1620 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1621 DWORD lowest_disabled_stage;
1622 /* Sampler States */
1623 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1625 /* Scissor test rectangle */
1626 RECT scissorRect;
1628 /* Contained state management */
1629 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1630 unsigned int num_contained_render_states;
1631 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1632 unsigned int num_contained_transform_states;
1633 DWORD contained_vs_consts_i[MAX_CONST_I];
1634 unsigned int num_contained_vs_consts_i;
1635 DWORD contained_vs_consts_b[MAX_CONST_B];
1636 unsigned int num_contained_vs_consts_b;
1637 DWORD *contained_vs_consts_f;
1638 unsigned int num_contained_vs_consts_f;
1639 DWORD contained_ps_consts_i[MAX_CONST_I];
1640 unsigned int num_contained_ps_consts_i;
1641 DWORD contained_ps_consts_b[MAX_CONST_B];
1642 unsigned int num_contained_ps_consts_b;
1643 DWORD *contained_ps_consts_f;
1644 unsigned int num_contained_ps_consts_f;
1645 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1646 unsigned int num_contained_tss_states;
1647 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1648 unsigned int num_contained_sampler_states;
1651 extern void stateblock_savedstates_set(
1652 IWineD3DStateBlock* iface,
1653 SAVEDSTATES* states,
1654 BOOL value);
1656 extern void stateblock_savedstates_copy(
1657 IWineD3DStateBlock* iface,
1658 SAVEDSTATES* dest,
1659 SAVEDSTATES* source);
1661 extern void stateblock_copy(
1662 IWineD3DStateBlock* destination,
1663 IWineD3DStateBlock* source);
1665 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1667 /* Direct3D terminology with little modifications. We do not have an issued state
1668 * because only the driver knows about it, but we have a created state because d3d
1669 * allows GetData on a created issue, but opengl doesn't
1671 enum query_state {
1672 QUERY_CREATED,
1673 QUERY_SIGNALLED,
1674 QUERY_BUILDING
1676 /*****************************************************************************
1677 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1679 typedef struct IWineD3DQueryImpl
1681 const IWineD3DQueryVtbl *lpVtbl;
1682 LONG ref; /* Note: Ref counting not required */
1684 IUnknown *parent;
1685 /*TODO: replace with iface usage */
1686 #if 0
1687 IWineD3DDevice *wineD3DDevice;
1688 #else
1689 IWineD3DDeviceImpl *wineD3DDevice;
1690 #endif
1692 /* IWineD3DQuery fields */
1693 enum query_state state;
1694 WINED3DQUERYTYPE type;
1695 /* TODO: Think about using a IUnknown instead of a void* */
1696 void *extendedData;
1699 } IWineD3DQueryImpl;
1701 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1702 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1703 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1705 /* Datastructures for IWineD3DQueryImpl.extendedData */
1706 typedef struct WineQueryOcclusionData {
1707 GLuint queryId;
1708 WineD3DContext *ctx;
1709 } WineQueryOcclusionData;
1711 typedef struct WineQueryEventData {
1712 GLuint fenceId;
1713 WineD3DContext *ctx;
1714 } WineQueryEventData;
1716 /*****************************************************************************
1717 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1720 typedef struct IWineD3DSwapChainImpl
1722 /*IUnknown part*/
1723 const IWineD3DSwapChainVtbl *lpVtbl;
1724 LONG ref; /* Note: Ref counting not required */
1726 IUnknown *parent;
1727 IWineD3DDeviceImpl *wineD3DDevice;
1729 /* IWineD3DSwapChain fields */
1730 IWineD3DSurface **backBuffer;
1731 IWineD3DSurface *frontBuffer;
1732 BOOL wantsDepthStencilBuffer;
1733 WINED3DPRESENT_PARAMETERS presentParms;
1734 DWORD orig_width, orig_height;
1735 WINED3DFORMAT orig_fmt;
1736 WINED3DGAMMARAMP orig_gamma;
1738 long prev_time, frames; /* Performance tracking */
1739 unsigned int vSyncCounter;
1741 WineD3DContext **context; /* Later a array for multithreading */
1742 unsigned int num_contexts;
1744 HWND win_handle;
1745 } IWineD3DSwapChainImpl;
1747 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1749 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1751 /*****************************************************************************
1752 * Utility function prototypes
1755 /* Trace routines */
1756 const char* debug_d3dformat(WINED3DFORMAT fmt);
1757 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1758 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1759 const char* debug_d3dusage(DWORD usage);
1760 const char* debug_d3dusagequery(DWORD usagequery);
1761 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1762 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1763 const char* debug_d3ddeclusage(BYTE usage);
1764 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1765 const char* debug_d3drenderstate(DWORD state);
1766 const char* debug_d3dsamplerstate(DWORD state);
1767 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1768 const char* debug_d3dtexturestate(DWORD state);
1769 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1770 const char* debug_d3dpool(WINED3DPOOL pool);
1771 const char *debug_fbostatus(GLenum status);
1772 const char *debug_glerror(GLenum error);
1773 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1774 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1775 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1777 /* Routines for GL <-> D3D values */
1778 GLenum StencilOp(DWORD op);
1779 GLenum CompareFunc(DWORD func);
1780 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1781 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);
1782 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1783 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1784 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1785 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1786 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1788 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1789 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1790 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1791 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1793 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1794 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1796 /* Math utils */
1797 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1798 unsigned int count_bits(unsigned int mask);
1800 /*****************************************************************************
1801 * To enable calling of inherited functions, requires prototypes
1803 * Note: Only require classes which are subclassed, ie resource, basetexture,
1805 /*** IUnknown methods ***/
1806 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1807 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1808 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1809 /*** IWineD3DResource methods ***/
1810 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1811 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1812 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1813 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1814 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1815 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1816 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1817 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1818 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1819 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1820 /*** class static members ***/
1821 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1823 /*** IUnknown methods ***/
1824 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1825 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1826 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1827 /*** IWineD3DResource methods ***/
1828 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1829 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1830 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1831 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1832 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1833 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1834 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1835 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1836 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1837 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1838 /*** IWineD3DBaseTexture methods ***/
1839 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1840 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1841 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1842 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1843 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1844 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1845 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1846 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1848 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1849 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1850 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1851 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1852 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1853 /*** class static members ***/
1854 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1856 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1858 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1859 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1860 * used if the user is using GLSL shaders. */
1861 struct glsl_shader_prog_link {
1862 struct list vshader_entry;
1863 struct list pshader_entry;
1864 GLhandleARB programId;
1865 GLhandleARB *vuniformF_locations;
1866 GLhandleARB *puniformF_locations;
1867 GLhandleARB vuniformI_locations[MAX_CONST_I];
1868 GLhandleARB puniformI_locations[MAX_CONST_I];
1869 GLhandleARB posFixup_location;
1870 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1871 GLhandleARB luminancescale_location[MAX_TEXTURES];
1872 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1873 GLhandleARB srgb_comparison_location;
1874 GLhandleARB srgb_mul_low_location;
1875 GLhandleARB ycorrection_location;
1876 GLenum vertex_color_clamp;
1877 GLhandleARB vshader;
1878 GLhandleARB pshader;
1881 typedef struct {
1882 GLhandleARB vshader;
1883 GLhandleARB pshader;
1884 } glsl_program_key_t;
1886 /* TODO: Make this dynamic, based on shader limits ? */
1887 #define MAX_REG_ADDR 1
1888 #define MAX_REG_TEMP 32
1889 #define MAX_REG_TEXCRD 8
1890 #define MAX_REG_INPUT 12
1891 #define MAX_REG_OUTPUT 12
1892 #define MAX_CONST_I 16
1893 #define MAX_CONST_B 16
1895 /* FIXME: This needs to go up to 2048 for
1896 * Shader model 3 according to msdn (and for software shaders) */
1897 #define MAX_LABELS 16
1899 typedef struct semantic {
1900 DWORD usage;
1901 DWORD reg;
1902 } semantic;
1904 typedef struct local_constant {
1905 struct list entry;
1906 unsigned int idx;
1907 DWORD value[4];
1908 } local_constant;
1910 typedef struct shader_reg_maps {
1912 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1913 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1914 char address[MAX_REG_ADDR]; /* vertex */
1915 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1916 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1917 char attributes[MAX_ATTRIBS]; /* vertex */
1918 char labels[MAX_LABELS]; /* pixel, vertex */
1919 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1921 /* Sampler usage tokens
1922 * Use 0 as default (bit 31 is always 1 on a valid token) */
1923 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1924 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1925 char usesnrm, vpos, usesdsy;
1926 char usesrelconstF;
1928 /* Whether or not loops are used in this shader, and nesting depth */
1929 unsigned loop_depth;
1931 /* Whether or not this shader uses fog */
1932 char fog;
1934 } shader_reg_maps;
1936 /* Undocumented opcode controls */
1937 #define INST_CONTROLS_SHIFT 16
1938 #define INST_CONTROLS_MASK 0x00ff0000
1940 typedef enum COMPARISON_TYPE {
1941 COMPARISON_GT = 1,
1942 COMPARISON_EQ = 2,
1943 COMPARISON_GE = 3,
1944 COMPARISON_LT = 4,
1945 COMPARISON_NE = 5,
1946 COMPARISON_LE = 6
1947 } COMPARISON_TYPE;
1949 typedef struct SHADER_OPCODE {
1950 unsigned int opcode;
1951 const char* name;
1952 const char* glname;
1953 char dst_token;
1954 CONST UINT num_params;
1955 SHADER_HANDLER hw_fct;
1956 SHADER_HANDLER hw_glsl_fct;
1957 DWORD min_version;
1958 DWORD max_version;
1959 } SHADER_OPCODE;
1961 typedef struct SHADER_OPCODE_ARG {
1962 IWineD3DBaseShader* shader;
1963 shader_reg_maps* reg_maps;
1964 CONST SHADER_OPCODE* opcode;
1965 DWORD opcode_token;
1966 DWORD dst;
1967 DWORD dst_addr;
1968 DWORD predicate;
1969 DWORD src[4];
1970 DWORD src_addr[4];
1971 SHADER_BUFFER* buffer;
1972 } SHADER_OPCODE_ARG;
1974 typedef struct SHADER_LIMITS {
1975 unsigned int temporary;
1976 unsigned int texcoord;
1977 unsigned int sampler;
1978 unsigned int constant_int;
1979 unsigned int constant_float;
1980 unsigned int constant_bool;
1981 unsigned int address;
1982 unsigned int packed_output;
1983 unsigned int packed_input;
1984 unsigned int attributes;
1985 unsigned int label;
1986 } SHADER_LIMITS;
1988 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1989 maintain state information between multiple codes */
1990 typedef struct SHADER_PARSE_STATE {
1991 unsigned int current_row;
1992 DWORD texcoord_w[2];
1993 } SHADER_PARSE_STATE;
1995 #ifdef __GNUC__
1996 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1997 #else
1998 #define PRINTF_ATTR(fmt,args)
1999 #endif
2001 /* Base Shader utility functions.
2002 * (may move callers into the same file in the future) */
2003 extern int shader_addline(
2004 SHADER_BUFFER* buffer,
2005 const char* fmt, ...) PRINTF_ATTR(2,3);
2007 extern const SHADER_OPCODE* shader_get_opcode(
2008 IWineD3DBaseShader *iface,
2009 const DWORD code);
2011 /* Vertex shader utility functions */
2012 extern BOOL vshader_get_input(
2013 IWineD3DVertexShader* iface,
2014 BYTE usage_req, BYTE usage_idx_req,
2015 unsigned int* regnum);
2017 extern BOOL vshader_input_is_color(
2018 IWineD3DVertexShader* iface,
2019 unsigned int regnum);
2021 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2023 /* ARB_[vertex/fragment]_program helper functions */
2024 extern void shader_arb_load_constants(
2025 IWineD3DDevice* device,
2026 char usePixelShader,
2027 char useVertexShader);
2029 /* ARB shader program Prototypes */
2030 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2032 /* ARB pixel shader prototypes */
2033 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2044 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2045 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2046 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2051 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2052 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2053 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2054 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2055 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2057 /* ARB vertex / pixel shader common prototypes */
2058 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2059 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2060 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2062 /* ARB vertex shader prototypes */
2063 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2064 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2066 /* GLSL helper functions */
2067 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2068 extern void shader_glsl_load_constants(
2069 IWineD3DDevice* device,
2070 char usePixelShader,
2071 char useVertexShader);
2073 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2074 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2096 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2097 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2098 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2099 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2100 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2101 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2102 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2103 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2104 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2105 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2106 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2107 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2109 /** GLSL Pixel Shader Prototypes */
2110 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2119 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2120 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2121 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2122 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2123 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2124 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2125 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2126 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2127 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2128 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2129 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2130 extern void pshader_glsl_input_pack(
2131 SHADER_BUFFER* buffer,
2132 semantic* semantics_out,
2133 IWineD3DPixelShader *iface);
2135 /*****************************************************************************
2136 * IDirect3DBaseShader implementation structure
2138 typedef struct IWineD3DBaseShaderClass
2140 LONG ref;
2141 DWORD hex_version;
2142 SHADER_LIMITS limits;
2143 SHADER_PARSE_STATE parse_state;
2144 CONST SHADER_OPCODE *shader_ins;
2145 DWORD *function;
2146 UINT functionLength;
2147 GLuint prgId;
2148 BOOL is_compiled;
2149 UINT cur_loop_depth, cur_loop_regno;
2150 BOOL load_local_constsF;
2152 /* Type of shader backend */
2153 int shader_mode;
2155 /* Programs this shader is linked with */
2156 struct list linked_programs;
2158 /* Immediate constants (override global ones) */
2159 struct list constantsB;
2160 struct list constantsF;
2161 struct list constantsI;
2162 shader_reg_maps reg_maps;
2164 /* Pixel formats of sampled textures, for format conversion. This
2165 * represents the formats found during compilation, it is not initialized
2166 * on the first parser pass. It is needed to check if the shader
2167 * needs recompilation to adjust the format conversion
2169 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2170 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2171 UINT num_sampled_samplers;
2173 UINT recompile_count;
2175 /* Pointer to the parent device */
2176 IWineD3DDevice *device;
2177 struct list shader_list_entry;
2179 } IWineD3DBaseShaderClass;
2181 typedef struct IWineD3DBaseShaderImpl {
2182 /* IUnknown */
2183 const IWineD3DBaseShaderVtbl *lpVtbl;
2185 /* IWineD3DBaseShader */
2186 IWineD3DBaseShaderClass baseShader;
2187 } IWineD3DBaseShaderImpl;
2189 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2190 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2191 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2193 extern HRESULT shader_get_registers_used(
2194 IWineD3DBaseShader *iface,
2195 shader_reg_maps* reg_maps,
2196 semantic* semantics_in,
2197 semantic* semantics_out,
2198 CONST DWORD* pToken,
2199 IWineD3DStateBlockImpl *stateBlock);
2201 extern void shader_generate_glsl_declarations(
2202 IWineD3DBaseShader *iface,
2203 shader_reg_maps* reg_maps,
2204 SHADER_BUFFER* buffer,
2205 WineD3D_GL_Info* gl_info);
2207 extern void shader_generate_arb_declarations(
2208 IWineD3DBaseShader *iface,
2209 shader_reg_maps* reg_maps,
2210 SHADER_BUFFER* buffer,
2211 WineD3D_GL_Info* gl_info);
2213 extern void shader_generate_main(
2214 IWineD3DBaseShader *iface,
2215 SHADER_BUFFER* buffer,
2216 shader_reg_maps* reg_maps,
2217 CONST DWORD* pFunction);
2219 extern void shader_dump_ins_modifiers(
2220 const DWORD output);
2222 extern void shader_dump_param(
2223 IWineD3DBaseShader *iface,
2224 const DWORD param,
2225 const DWORD addr_token,
2226 int input);
2228 extern void shader_trace_init(
2229 IWineD3DBaseShader *iface,
2230 const DWORD* pFunction);
2232 extern int shader_get_param(
2233 IWineD3DBaseShader* iface,
2234 const DWORD* pToken,
2235 DWORD* param,
2236 DWORD* addr_token);
2238 extern int shader_skip_unrecognized(
2239 IWineD3DBaseShader* iface,
2240 const DWORD* pToken);
2242 extern void print_glsl_info_log(
2243 WineD3D_GL_Info *gl_info,
2244 GLhandleARB obj);
2246 static inline int shader_get_regtype(const DWORD param) {
2247 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2248 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2251 static inline int shader_get_writemask(const DWORD param) {
2252 return param & WINED3DSP_WRITEMASK_ALL;
2255 extern unsigned int shader_get_float_offset(const DWORD reg);
2257 static inline BOOL shader_is_pshader_version(DWORD token) {
2258 return 0xFFFF0000 == (token & 0xFFFF0000);
2261 static inline BOOL shader_is_vshader_version(DWORD token) {
2262 return 0xFFFE0000 == (token & 0xFFFF0000);
2265 static inline BOOL shader_is_comment(DWORD token) {
2266 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2269 static inline BOOL shader_is_scalar(DWORD param) {
2270 DWORD reg_type = shader_get_regtype(param);
2271 DWORD reg_num;
2273 switch (reg_type) {
2274 case WINED3DSPR_RASTOUT:
2275 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2276 /* oFog & oPts */
2277 return TRUE;
2279 /* oPos */
2280 return FALSE;
2282 case WINED3DSPR_DEPTHOUT: /* oDepth */
2283 case WINED3DSPR_CONSTBOOL: /* b# */
2284 case WINED3DSPR_LOOP: /* aL */
2285 case WINED3DSPR_PREDICATE: /* p0 */
2286 return TRUE;
2288 case WINED3DSPR_MISCTYPE:
2289 reg_num = param & WINED3DSP_REGNUM_MASK;
2290 switch(reg_num) {
2291 case 0: /* vPos */
2292 return FALSE;
2293 case 1: /* vFace */
2294 return TRUE;
2295 default:
2296 return FALSE;
2299 default:
2300 return FALSE;
2304 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2305 local_constant* lconst;
2307 if(This->baseShader.load_local_constsF) return FALSE;
2308 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2309 if(lconst->idx == reg) return TRUE;
2311 return FALSE;
2315 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2316 * so upload them above that
2318 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2319 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2321 /*****************************************************************************
2322 * IDirect3DVertexShader implementation structure
2324 typedef struct IWineD3DVertexShaderImpl {
2325 /* IUnknown parts*/
2326 const IWineD3DVertexShaderVtbl *lpVtbl;
2328 /* IWineD3DBaseShader */
2329 IWineD3DBaseShaderClass baseShader;
2331 /* IWineD3DVertexShaderImpl */
2332 IUnknown *parent;
2334 DWORD usage;
2336 /* Vertex shader input and output semantics */
2337 semantic semantics_in [MAX_ATTRIBS];
2338 semantic semantics_out [MAX_REG_OUTPUT];
2340 /* Ordered array of attributes that are swizzled */
2341 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2342 UINT num_swizzled_attribs;
2344 /* run time data... */
2345 VSHADERDATA *data;
2346 UINT min_rel_offset, max_rel_offset;
2347 UINT rel_offset;
2349 UINT recompile_count;
2350 #if 0 /* needs reworking */
2351 /* run time data */
2352 VSHADERINPUTDATA input;
2353 VSHADEROUTPUTDATA output;
2354 #endif
2355 } IWineD3DVertexShaderImpl;
2356 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2357 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2359 /*****************************************************************************
2360 * IDirect3DPixelShader implementation structure
2363 enum vertexprocessing_mode {
2364 fixedfunction,
2365 vertexshader,
2366 pretransformed
2369 struct stb_const_desc {
2370 char texunit;
2371 UINT const_num;
2374 typedef struct IWineD3DPixelShaderImpl {
2375 /* IUnknown parts */
2376 const IWineD3DPixelShaderVtbl *lpVtbl;
2378 /* IWineD3DBaseShader */
2379 IWineD3DBaseShaderClass baseShader;
2381 /* IWineD3DPixelShaderImpl */
2382 IUnknown *parent;
2384 /* Pixel shader input semantics */
2385 semantic semantics_in [MAX_REG_INPUT];
2386 DWORD input_reg_map[MAX_REG_INPUT];
2387 BOOL input_reg_used[MAX_REG_INPUT];
2388 int declared_in_count;
2390 /* run time data */
2391 PSHADERDATA *data;
2393 /* Some information about the shader behavior */
2394 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2395 char numbumpenvmatconsts;
2396 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2397 char srgb_enabled;
2398 char srgb_mode_hardcoded;
2399 UINT srgb_low_const;
2400 UINT srgb_cmp_const;
2401 char vpos_uniform;
2402 BOOL render_offscreen;
2403 UINT height;
2404 enum vertexprocessing_mode vertexprocessing;
2406 #if 0 /* needs reworking */
2407 PSHADERINPUTDATA input;
2408 PSHADEROUTPUTDATA output;
2409 #endif
2410 } IWineD3DPixelShaderImpl;
2412 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2413 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2415 /* sRGB correction constants */
2416 static const float srgb_cmp = 0.0031308;
2417 static const float srgb_mul_low = 12.92;
2418 static const float srgb_pow = 0.41666;
2419 static const float srgb_mul_high = 1.055;
2420 static const float srgb_sub_high = 0.055;
2422 /*****************************************************************************
2423 * IWineD3DPalette implementation structure
2425 struct IWineD3DPaletteImpl {
2426 /* IUnknown parts */
2427 const IWineD3DPaletteVtbl *lpVtbl;
2428 LONG ref;
2430 IUnknown *parent;
2431 IWineD3DDeviceImpl *wineD3DDevice;
2433 /* IWineD3DPalette */
2434 HPALETTE hpal;
2435 WORD palVersion; /*| */
2436 WORD palNumEntries; /*| LOGPALETTE */
2437 PALETTEENTRY palents[256]; /*| */
2438 /* This is to store the palette in 'screen format' */
2439 int screen_palents[256];
2440 DWORD Flags;
2443 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2444 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2446 /* DirectDraw utility functions */
2447 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2449 /*****************************************************************************
2450 * Pixel format management
2452 typedef struct {
2453 WINED3DFORMAT format;
2454 DWORD alphaMask, redMask, greenMask, blueMask;
2455 UINT bpp;
2456 short depthSize, stencilSize;
2457 BOOL isFourcc;
2458 } StaticPixelFormatDesc;
2460 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2461 WineD3D_GL_Info *gl_info,
2462 const GlPixelFormatDesc **glDesc);
2464 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2465 return (device->vs_selected_mode != SHADER_NONE
2466 && device->stateBlock->vertexShader
2467 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2468 && !device->strided_streams.u.s.position_transformed);
2471 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2472 return (device->ps_selected_mode != SHADER_NONE
2473 && device->stateBlock->pixelShader
2474 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2477 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2478 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2479 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2480 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2481 void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
2482 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2484 #endif