wined3d: Manage private data in a wine linked list.
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blobc7a97442c02ccdb4837ce5377798369df904595c
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_SAMPLERS 16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS 256
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R 35
90 #define NUM_SAVEDPIXELSTATES_T 18
91 #define NUM_SAVEDPIXELSTATES_S 12
92 #define NUM_SAVEDVERTEXSTATES_R 31
93 #define NUM_SAVEDVERTEXSTATES_T 2
94 #define NUM_SAVEDVERTEXSTATES_S 1
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
103 typedef enum _WINELOOKUP {
104 WINELOOKUP_WARPPARAM = 0,
105 WINELOOKUP_MAGFILTER = 1,
106 MAX_LOOKUPS = 2
107 } WINELOOKUP;
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
115 typedef struct _WINED3DGLTYPE {
116 int d3dType;
117 GLint size;
118 GLenum glType;
119 GLboolean normalized;
120 int typesize;
121 } WINED3DGLTYPE;
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
126 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
130 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
131 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
132 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
133 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
134 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
136 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
138 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
139 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
140 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
143 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
150 * Settings
152 #define VS_NONE 0
153 #define VS_HW 1
155 #define PS_NONE 0
156 #define PS_HW 1
158 #define VBO_NONE 0
159 #define VBO_HW 1
161 #define NP2_NONE 0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
165 #define ORM_BACKBUFFER 0
166 #define ORM_PBUFFER 1
167 #define ORM_FBO 2
169 #define SHADER_ARB 1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
173 #define RTL_DISABLE -1
174 #define RTL_AUTO 0
175 #define RTL_READDRAW 1
176 #define RTL_READTEX 2
177 #define RTL_TEXDRAW 3
178 #define RTL_TEXTEX 4
180 /* NOTE: When adding fields to this structure, make sure to update the default
181 * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184 int vs_mode;
185 int ps_mode;
186 int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
188 we should use it. However, until it's fully implemented, we'll leave it as a registry
189 setting for developers. */
190 BOOL glslRequested;
191 int offscreen_rendering_mode;
192 int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194 unsigned int emulated_textureram;
195 } wined3d_settings_t;
197 extern wined3d_settings_t wined3d_settings;
199 /* Shader backends */
201 typedef struct {
202 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205 void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
212 /* X11 locking */
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
228 /*****************************************************************************
229 * Defines
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250 (vec)[0] = D3DCOLOR_R(dw); \
251 (vec)[1] = D3DCOLOR_G(dw); \
252 (vec)[2] = D3DCOLOR_B(dw); \
253 (vec)[3] = D3DCOLOR_A(dw);
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
259 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
260 See MaxStreams in MSDN under GetDeviceCaps */
261 /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512
263 /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES 256
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A) \
270 GLint err = glGetError(); \
271 if (err == GL_NO_ERROR) { \
272 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
274 } else do { \
275 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276 debug_glerror(err), err, A, __FILE__, __LINE__); \
277 err = glGetError(); \
278 } while (err != GL_NO_ERROR); \
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat) \
286 do { \
287 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
292 } while (0)
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN() \
297 PLIGHTINFOEL *el = This->stateBlock->lights;\
298 while (el) { \
299 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300 el = el->next; \
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
308 /* Defines used for optimizations */
310 /* Only reapply what is necessary */
311 #define REAPPLY_ALPHAOP 0x0001
312 #define REAPPLY_ALL 0xFFFF
314 /* Advance declaration of structures to satisfy compiler */
315 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
316 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
317 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
318 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
320 /* Tracking */
322 /* TODO: Move some of this to the device */
323 long globalChangeGlRam(long glram);
325 /* Memory and object tracking */
327 /*Structure for holding information on all direct3d objects
328 useful for making sure tracking is ok and when release is called on a device!
329 and probably quite handy for debugging and dumping states out
331 typedef struct WineD3DGlobalStatistics {
332 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
333 } WineD3DGlobalStatistics;
335 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
337 /* Global variables */
338 extern const float identity[16];
340 /*****************************************************************************
341 * Compilable extra diagnostics
344 /* Trace information per-vertex: (extremely high amount of trace) */
345 #if 0 /* NOTE: Must be 0 in cvs */
346 # define VTRACE(A) TRACE A
347 #else
348 # define VTRACE(A)
349 #endif
351 /* Checking of per-vertex related GL calls */
352 /* --------------------- */
353 #define vcheckGLcall(A) \
355 GLint err = glGetError(); \
356 if (err == GL_NO_ERROR) { \
357 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
359 } else do { \
360 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
361 debug_glerror(err), err, A, __FILE__, __LINE__); \
362 err = glGetError(); \
363 } while (err != GL_NO_ERROR); \
366 /* TODO: Confirm each of these works when wined3d move completed */
367 #if 0 /* NOTE: Must be 0 in cvs */
368 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
369 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
370 is enabled, and if it doesn't exist it is disabled. */
371 # define FRAME_DEBUGGING
372 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
373 the file is deleted */
374 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
375 # define SINGLE_FRAME_DEBUGGING
376 # endif
377 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
378 It can only be enabled when FRAME_DEBUGGING is also enabled
379 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
380 array is drawn. */
381 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
382 # define SHOW_FRAME_MAKEUP 1
383 # endif
384 /* The following, when enabled, lets you see the makeup of the all the textures used during each
385 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
386 The contents of the textures assigned to each stage are written into
387 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 # define SHOW_TEXTURE_MAKEUP 0
390 # endif
391 extern BOOL isOn;
392 extern BOOL isDumpingFrames;
393 extern LONG primCounter;
394 #endif
396 /*****************************************************************************
397 * Prototypes
400 /* Routine common to the draw primitive and draw indexed primitive routines */
401 void drawPrimitive(IWineD3DDevice *iface,
402 int PrimitiveType,
403 long NumPrimitives,
404 /* for Indexed: */
405 long StartVertexIndex,
406 UINT numberOfVertices,
407 long StartIdx,
408 short idxBytes,
409 const void *idxData,
410 int minIndex);
412 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
414 void primitiveDeclarationConvertToStridedData(
415 IWineD3DDevice *iface,
416 BOOL useVertexShaderFunction,
417 WineDirect3DVertexStridedData *strided,
418 BOOL *fixup);
420 void primitiveConvertFVFtoOffset(DWORD thisFVF,
421 DWORD stride,
422 BYTE *data,
423 WineDirect3DVertexStridedData *strided,
424 GLint streamVBO,
425 UINT streamNo);
427 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
429 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
431 #define eps 1e-8
433 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
434 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
436 /* Routines and structures related to state management */
437 typedef struct WineD3DContext WineD3DContext;
438 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
440 #define STATE_RENDER(a) (a)
441 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
443 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
444 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
446 /* + 1 because samplers start with 0 */
447 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
448 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
450 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
451 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
453 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
454 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
456 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
457 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
458 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
459 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
461 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
462 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
464 #define STATE_VSHADER (STATE_VDECL + 1)
465 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
467 #define STATE_VIEWPORT (STATE_VSHADER + 1)
468 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
470 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
471 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
472 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
473 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
475 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
476 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
478 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
479 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
481 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
482 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
484 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
486 struct StateEntry
488 DWORD representative;
489 APPLYSTATEFUNC apply;
492 /* Global state table */
493 extern const struct StateEntry StateTable[];
495 /* The new context manager that should deal with onscreen and offscreen rendering */
496 struct WineD3DContext {
497 /* State dirtification
498 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
499 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
500 * 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
501 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
503 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
504 DWORD numDirtyEntries;
505 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
507 IWineD3DSurface *surface;
508 DWORD tid; /* Thread ID which owns this context at the moment */
510 /* Stores some inforation about the context state for optimization */
511 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
512 BOOL last_was_pshader;
513 BOOL last_was_vshader;
514 BOOL last_was_foggy_shader;
515 BOOL namedArraysLoaded, numberedArraysLoaded;
516 BOOL lastWasPow2Texture[MAX_TEXTURES];
517 GLenum tracking_parm; /* Which source is tracking current colour */
518 BOOL last_was_blit, last_was_ckey;
519 char texShaderBumpMap;
521 /* The actual opengl context */
522 GLXContext glCtx;
523 Drawable drawable;
524 Display *display;
525 BOOL isPBuffer;
528 typedef enum ContextUsage {
529 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
530 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
531 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
532 } ContextUsage;
534 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
535 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
536 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
537 void apply_fbo_state(IWineD3DDevice *iface);
539 /* Routine to fill gl caps for swapchains and IWineD3D */
540 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
553 /*****************************************************************************
554 * Internal representation of a light
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559 DWORD OriginalIndex;
560 LONG glIndex;
561 BOOL changed;
562 BOOL enabledChanged;
564 /* Converted parms to speed up swapping lights */
565 float lightPosn[4];
566 float lightDirn[4];
567 float exponent;
568 float cutoff;
570 struct list entry;
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
576 /*****************************************************************************
577 * IWineD3D implementation structure
579 typedef struct IWineD3DImpl
581 /* IUnknown fields */
582 const IWineD3DVtbl *lpVtbl;
583 LONG ref; /* Note: Ref counting not required */
585 /* WineD3D Information */
586 IUnknown *parent;
587 UINT dxVersion;
589 /* GL Information */
590 BOOL isGLInfoValid;
591 WineD3D_GL_Info gl_info;
592 } IWineD3DImpl;
594 extern const IWineD3DVtbl IWineD3D_Vtbl;
596 /* TODO: setup some flags in the registry to enable, disable pbuffer support
597 (since it will break quite a few things until contexts are managed properly!) */
598 extern BOOL pbuffer_support;
599 /* allocate one pbuffer per surface */
600 extern BOOL pbuffer_per_surface;
602 typedef struct ResourceList {
603 IWineD3DResource *resource;
604 struct ResourceList *next;
605 } ResourceList;
607 /* A helper function that dumps a resource list */
608 void dumpResources(ResourceList *resources);
610 /*****************************************************************************
611 * IWineD3DDevice implementation structure
613 struct IWineD3DDeviceImpl
615 /* IUnknown fields */
616 const IWineD3DDeviceVtbl *lpVtbl;
617 LONG ref; /* Note: Ref counting not required */
619 /* WineD3D Information */
620 IUnknown *parent;
621 IWineD3D *wineD3D;
623 /* Window styles to restore when switching fullscreen mode */
624 LONG style;
625 LONG exStyle;
627 /* X and GL Information */
628 GLint maxConcurrentLights;
629 GLenum offscreenBuffer;
631 /* Selected capabilities */
632 int vs_selected_mode;
633 int ps_selected_mode;
634 const shader_backend_t *shader_backend;
635 hash_table_t *glsl_program_lookup;
637 /* To store */
638 BOOL view_ident; /* true iff view matrix is identity */
639 BOOL untransformed;
640 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
642 /* State block related */
643 BOOL isRecordingState;
644 IWineD3DStateBlockImpl *stateBlock;
645 IWineD3DStateBlockImpl *updateStateBlock;
646 BOOL isInDraw;
648 /* Internal use fields */
649 WINED3DDEVICE_CREATION_PARAMETERS createParms;
650 UINT adapterNo;
651 WINED3DDEVTYPE devType;
653 IWineD3DSwapChain **swapchains;
654 uint NumberOfSwapChains;
656 ResourceList *resources; /* a linked list to track resources created by the device */
658 /* Render Target Support */
659 IWineD3DSurface **render_targets;
660 IWineD3DSurface *depthStencilBuffer;
661 IWineD3DSurface **fbo_color_attachments;
662 IWineD3DSurface *fbo_depth_attachment;
664 IWineD3DSurface *stencilBufferTarget;
666 /* Caches to avoid unneeded context changes */
667 IWineD3DSurface *lastActiveRenderTarget;
668 IWineD3DSwapChain *lastActiveSwapChain;
670 /* palettes texture management */
671 PALETTEENTRY palettes[MAX_PALETTES][256];
672 UINT currentPalette;
674 /* For rendering to a texture using glCopyTexImage */
675 BOOL render_offscreen;
676 WINED3D_DEPTHCOPYSTATE depth_copy_state;
677 GLuint fbo;
678 GLuint src_fbo;
679 GLuint dst_fbo;
680 GLenum *draw_buffers;
682 /* Cursor management */
683 BOOL bCursorVisible;
684 UINT xHotSpot;
685 UINT yHotSpot;
686 UINT xScreenSpace;
687 UINT yScreenSpace;
688 UINT cursorWidth, cursorHeight;
689 GLuint cursorTexture;
691 /* Textures for when no other textures are mapped */
692 UINT dummyTextureName[MAX_TEXTURES];
694 /* Debug stream management */
695 BOOL debug;
697 /* Device state management */
698 HRESULT state;
699 BOOL d3d_initialized;
701 /* A flag to check for proper BeginScene / EndScene call pairs */
702 BOOL inScene;
704 /* process vertex shaders using software or hardware */
705 BOOL softwareVertexProcessing;
707 /* DirectDraw stuff */
708 HWND ddraw_window;
709 IWineD3DSurface *ddraw_primary;
710 DWORD ddraw_width, ddraw_height;
711 WINED3DFORMAT ddraw_format;
712 BOOL ddraw_fullscreen;
714 /* Final position fixup constant */
715 float posFixup[4];
717 /* With register combiners we can skip junk texture stages */
718 DWORD texUnitMap[MAX_SAMPLERS];
719 BOOL oneToOneTexUnitMap;
721 /* Stream source management */
722 WineDirect3DVertexStridedData strided_streams;
723 WineDirect3DVertexStridedData *up_strided;
724 BOOL useDrawStridedSlow;
725 BOOL instancedDraw;
727 /* Context management */
728 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
729 WineD3DContext *activeContext; /* Only 0 for now */
730 UINT numContexts; /* Always 1 for now */
731 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
732 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
735 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
737 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
738 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
739 DWORD idx = state >> 5;
740 BYTE shift = state & 0x1f;
741 return context->isStateDirty[idx] & (1 << shift);
744 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
745 typedef struct PrivateData
747 struct list entry;
749 GUID tag;
750 DWORD flags; /* DDSPD_* */
751 DWORD uniqueness_value;
753 union
755 LPVOID data;
756 LPUNKNOWN object;
757 } ptr;
759 DWORD size;
760 } PrivateData;
762 /*****************************************************************************
763 * IWineD3DResource implementation structure
765 typedef struct IWineD3DResourceClass
767 /* IUnknown fields */
768 LONG ref; /* Note: Ref counting not required */
770 /* WineD3DResource Information */
771 IUnknown *parent;
772 WINED3DRESOURCETYPE resourceType;
773 IWineD3DDeviceImpl *wineD3DDevice;
774 WINED3DPOOL pool;
775 UINT size;
776 DWORD usage;
777 WINED3DFORMAT format;
778 BYTE *allocatedMemory;
779 struct list privateData;
781 } IWineD3DResourceClass;
783 typedef struct IWineD3DResourceImpl
785 /* IUnknown & WineD3DResource Information */
786 const IWineD3DResourceVtbl *lpVtbl;
787 IWineD3DResourceClass resource;
788 } IWineD3DResourceImpl;
791 /*****************************************************************************
792 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
794 typedef struct IWineD3DVertexBufferImpl
796 /* IUnknown & WineD3DResource Information */
797 const IWineD3DVertexBufferVtbl *lpVtbl;
798 IWineD3DResourceClass resource;
800 /* WineD3DVertexBuffer specifics */
801 DWORD fvf;
803 /* Vertex buffer object support */
804 GLuint vbo;
805 BYTE Flags;
806 LONG bindCount;
808 UINT dirtystart, dirtyend;
809 LONG lockcount;
811 LONG declChanges, draws;
812 /* Last description of the buffer */
813 WineDirect3DVertexStridedData strided;
814 } IWineD3DVertexBufferImpl;
816 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
818 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
819 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
820 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
821 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
822 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
824 /*****************************************************************************
825 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
827 typedef struct IWineD3DIndexBufferImpl
829 /* IUnknown & WineD3DResource Information */
830 const IWineD3DIndexBufferVtbl *lpVtbl;
831 IWineD3DResourceClass resource;
833 GLuint vbo;
834 UINT dirtystart, dirtyend;
835 LONG lockcount;
837 /* WineD3DVertexBuffer specifics */
838 } IWineD3DIndexBufferImpl;
840 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
842 /*****************************************************************************
843 * IWineD3DBaseTexture D3D- > openGL state map lookups
845 #define WINED3DFUNC_NOTSUPPORTED -2
846 #define WINED3DFUNC_UNIMPLEMENTED -1
848 typedef enum winetexturestates {
849 WINED3DTEXSTA_ADDRESSU = 0,
850 WINED3DTEXSTA_ADDRESSV = 1,
851 WINED3DTEXSTA_ADDRESSW = 2,
852 WINED3DTEXSTA_BORDERCOLOR = 3,
853 WINED3DTEXSTA_MAGFILTER = 4,
854 WINED3DTEXSTA_MINFILTER = 5,
855 WINED3DTEXSTA_MIPFILTER = 6,
856 WINED3DTEXSTA_MAXMIPLEVEL = 7,
857 WINED3DTEXSTA_MAXANISOTROPY = 8,
858 WINED3DTEXSTA_SRGBTEXTURE = 9,
859 WINED3DTEXSTA_ELEMENTINDEX = 10,
860 WINED3DTEXSTA_DMAPOFFSET = 11,
861 WINED3DTEXSTA_TSSADDRESSW = 12,
862 MAX_WINETEXTURESTATES = 13,
863 } winetexturestates;
865 typedef struct Wined3dTextureStateMap {
866 CONST int state;
867 int function;
868 } Wined3dTextureStateMap;
870 /*****************************************************************************
871 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
873 typedef struct IWineD3DBaseTextureClass
875 UINT levels;
876 BOOL dirty;
877 UINT textureName;
878 UINT LOD;
879 WINED3DTEXTUREFILTERTYPE filterType;
880 DWORD states[MAX_WINETEXTURESTATES];
881 LONG bindCount;
882 DWORD sampler;
883 } IWineD3DBaseTextureClass;
885 typedef struct IWineD3DBaseTextureImpl
887 /* IUnknown & WineD3DResource Information */
888 const IWineD3DBaseTextureVtbl *lpVtbl;
889 IWineD3DResourceClass resource;
890 IWineD3DBaseTextureClass baseTexture;
892 } IWineD3DBaseTextureImpl;
894 /*****************************************************************************
895 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
897 typedef struct IWineD3DTextureImpl
899 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
900 const IWineD3DTextureVtbl *lpVtbl;
901 IWineD3DResourceClass resource;
902 IWineD3DBaseTextureClass baseTexture;
904 /* IWineD3DTexture */
905 IWineD3DSurface *surfaces[MAX_LEVELS];
907 UINT width;
908 UINT height;
909 float pow2scalingFactorX;
910 float pow2scalingFactorY;
912 } IWineD3DTextureImpl;
914 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
916 /*****************************************************************************
917 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
919 typedef struct IWineD3DCubeTextureImpl
921 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
922 const IWineD3DCubeTextureVtbl *lpVtbl;
923 IWineD3DResourceClass resource;
924 IWineD3DBaseTextureClass baseTexture;
926 /* IWineD3DCubeTexture */
927 IWineD3DSurface *surfaces[6][MAX_LEVELS];
929 UINT edgeLength;
930 float pow2scalingFactor;
932 } IWineD3DCubeTextureImpl;
934 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
936 typedef struct _WINED3DVOLUMET_DESC
938 UINT Width;
939 UINT Height;
940 UINT Depth;
941 } WINED3DVOLUMET_DESC;
943 /*****************************************************************************
944 * IWineD3DVolume implementation structure (extends IUnknown)
946 typedef struct IWineD3DVolumeImpl
948 /* IUnknown & WineD3DResource fields */
949 const IWineD3DVolumeVtbl *lpVtbl;
950 IWineD3DResourceClass resource;
952 /* WineD3DVolume Information */
953 WINED3DVOLUMET_DESC currentDesc;
954 IWineD3DBase *container;
955 UINT bytesPerPixel;
957 BOOL lockable;
958 BOOL locked;
959 WINED3DBOX lockedBox;
960 WINED3DBOX dirtyBox;
961 BOOL dirty;
964 } IWineD3DVolumeImpl;
966 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
968 /*****************************************************************************
969 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
971 typedef struct IWineD3DVolumeTextureImpl
973 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
974 const IWineD3DVolumeTextureVtbl *lpVtbl;
975 IWineD3DResourceClass resource;
976 IWineD3DBaseTextureClass baseTexture;
978 /* IWineD3DVolumeTexture */
979 IWineD3DVolume *volumes[MAX_LEVELS];
981 UINT width;
982 UINT height;
983 UINT depth;
984 } IWineD3DVolumeTextureImpl;
986 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
988 typedef struct _WINED3DSURFACET_DESC
990 WINED3DMULTISAMPLE_TYPE MultiSampleType;
991 DWORD MultiSampleQuality;
992 UINT Width;
993 UINT Height;
994 } WINED3DSURFACET_DESC;
996 /*****************************************************************************
997 * Structure for DIB Surfaces (GetDC and GDI surfaces)
999 typedef struct wineD3DSurface_DIB {
1000 HBITMAP DIBsection;
1001 void* bitmap_data;
1002 HGDIOBJ holdbitmap;
1003 BOOL client_memory;
1004 } wineD3DSurface_DIB;
1006 typedef struct {
1007 struct list entry;
1008 GLuint id;
1009 UINT width;
1010 UINT height;
1011 } renderbuffer_entry_t;
1013 /*****************************************************************************
1014 * IWineD3DClipp implementation structure
1016 typedef struct IWineD3DClipperImpl
1018 const IWineD3DClipperVtbl *lpVtbl;
1019 LONG ref;
1021 IUnknown *Parent;
1022 HWND hWnd;
1023 } IWineD3DClipperImpl;
1026 /*****************************************************************************
1027 * IWineD3DSurface implementation structure
1029 struct IWineD3DSurfaceImpl
1031 /* IUnknown & IWineD3DResource Information */
1032 const IWineD3DSurfaceVtbl *lpVtbl;
1033 IWineD3DResourceClass resource;
1035 /* IWineD3DSurface fields */
1036 IWineD3DBase *container;
1037 WINED3DSURFACET_DESC currentDesc;
1038 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1039 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1041 UINT bytesPerPixel;
1043 /* TODO: move this off into a management class(maybe!) */
1044 DWORD Flags;
1046 UINT pow2Width;
1047 UINT pow2Height;
1049 /* Oversized texture */
1050 RECT glRect;
1052 #if 0
1053 /* precalculated x and y scalings for texture coords */
1054 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1055 float pow2scalingFactorY; /* = (Height / pow2Height) */
1056 #endif
1058 RECT lockedRect;
1059 RECT dirtyRect;
1060 int lockCount;
1061 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1063 glDescriptor glDescription;
1065 /* For GetDC */
1066 wineD3DSurface_DIB dib;
1067 HDC hDC;
1069 /* Color keys for DDraw */
1070 WINEDDCOLORKEY DestBltCKey;
1071 WINEDDCOLORKEY DestOverlayCKey;
1072 WINEDDCOLORKEY SrcOverlayCKey;
1073 WINEDDCOLORKEY SrcBltCKey;
1074 DWORD CKeyFlags;
1076 WINEDDCOLORKEY glCKey;
1078 struct list renderbuffers;
1079 renderbuffer_entry_t *current_renderbuffer;
1081 /* DirectDraw clippers */
1082 IWineD3DClipper *clipper;
1085 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1086 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1088 /* Predeclare the shared Surface functions */
1089 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1090 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1091 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1092 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1093 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1094 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1095 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1096 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1097 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1098 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1099 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1100 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1101 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1102 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1103 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1108 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1109 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1110 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1111 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1112 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1114 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1115 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1116 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1118 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1119 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1122 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1123 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1124 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1125 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1126 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1127 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1128 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1129 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1133 /* Surface flags: */
1134 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1135 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1136 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1137 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1138 #define SFLAG_DISCARD 0x00000010 /* ??? */
1139 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1140 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1141 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1142 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1143 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1144 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1145 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1146 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1147 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1148 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1149 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1150 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1151 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1153 /* In some conditions the surface memory must not be freed:
1154 * SFLAG_OVERSIZE: Not all data can be kept in GL
1155 * SFLAG_CONVERTED: Converting the data back would take too long
1156 * SFLAG_DIBSECTION: The dib code manages the memory
1157 * SFLAG_LOCKED: The app requires access to the surface data
1158 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1159 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1160 * SFLAG_CLIENT: OpenGL uses our memory as backup
1162 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1163 SFLAG_CONVERTED | \
1164 SFLAG_DIBSECTION | \
1165 SFLAG_LOCKED | \
1166 SFLAG_DYNLOCK | \
1167 SFLAG_DYNCHANGE | \
1168 SFLAG_USERPTR | \
1169 SFLAG_CLIENT)
1171 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1173 /* Alignment of the pitch */
1174 #define SURFACE_ALIGNMENT 4
1176 /*****************************************************************************
1177 * IWineD3DVertexDeclaration implementation structure
1179 typedef struct IWineD3DVertexDeclarationImpl {
1180 /* IUnknown Information */
1181 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1182 LONG ref;
1184 IUnknown *parent;
1185 IWineD3DDeviceImpl *wineD3DDevice;
1187 WINED3DVERTEXELEMENT *pDeclarationWine;
1188 UINT declarationWNumElements;
1189 } IWineD3DVertexDeclarationImpl;
1191 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1193 /*****************************************************************************
1194 * IWineD3DStateBlock implementation structure
1197 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1198 /* Note: Very long winded but gl Lists are not flexible enough */
1199 /* to resolve everything we need, so doing it manually for now */
1200 typedef struct SAVEDSTATES {
1201 BOOL indices;
1202 BOOL material;
1203 BOOL fvf;
1204 BOOL streamSource[MAX_STREAMS];
1205 BOOL streamFreq[MAX_STREAMS];
1206 BOOL textures[MAX_SAMPLERS];
1207 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1208 BOOL viewport;
1209 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1210 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1211 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1212 BOOL clipplane[MAX_CLIPPLANES];
1213 BOOL vertexDecl;
1214 BOOL pixelShader;
1215 BOOL pixelShaderConstantsB[MAX_CONST_B];
1216 BOOL pixelShaderConstantsI[MAX_CONST_I];
1217 BOOL *pixelShaderConstantsF;
1218 BOOL vertexShader;
1219 BOOL vertexShaderConstantsB[MAX_CONST_B];
1220 BOOL vertexShaderConstantsI[MAX_CONST_I];
1221 BOOL *vertexShaderConstantsF;
1222 BOOL scissorRect;
1223 } SAVEDSTATES;
1225 typedef struct {
1226 struct list entry;
1227 DWORD count;
1228 DWORD idx[13];
1229 } constants_entry;
1231 struct IWineD3DStateBlockImpl
1233 /* IUnknown fields */
1234 const IWineD3DStateBlockVtbl *lpVtbl;
1235 LONG ref; /* Note: Ref counting not required */
1237 /* IWineD3DStateBlock information */
1238 IUnknown *parent;
1239 IWineD3DDeviceImpl *wineD3DDevice;
1240 WINED3DSTATEBLOCKTYPE blockType;
1242 /* Array indicating whether things have been set or changed */
1243 SAVEDSTATES changed;
1244 SAVEDSTATES set;
1245 struct list set_vconstantsF;
1246 struct list set_pconstantsF;
1248 /* Drawing - Vertex Shader or FVF related */
1249 DWORD fvf;
1250 /* Vertex Shader Declaration */
1251 IWineD3DVertexDeclaration *vertexDecl;
1253 IWineD3DVertexShader *vertexShader;
1255 /* Vertex Shader Constants */
1256 BOOL vertexShaderConstantB[MAX_CONST_B];
1257 INT vertexShaderConstantI[MAX_CONST_I * 4];
1258 float *vertexShaderConstantF;
1260 /* Stream Source */
1261 BOOL streamIsUP;
1262 UINT streamStride[MAX_STREAMS];
1263 UINT streamOffset[MAX_STREAMS];
1264 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1265 UINT streamFreq[MAX_STREAMS];
1266 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1268 /* Indices */
1269 IWineD3DIndexBuffer* pIndexData;
1270 UINT baseVertexIndex;
1271 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1273 /* Transform */
1274 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1276 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1277 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1278 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1279 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1280 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1282 /* Clipping */
1283 double clipplane[MAX_CLIPPLANES][4];
1284 WINED3DCLIPSTATUS clip_status;
1286 /* ViewPort */
1287 WINED3DVIEWPORT viewport;
1289 /* Material */
1290 WINED3DMATERIAL material;
1292 /* Pixel Shader */
1293 IWineD3DPixelShader *pixelShader;
1295 /* Pixel Shader Constants */
1296 BOOL pixelShaderConstantB[MAX_CONST_B];
1297 INT pixelShaderConstantI[MAX_CONST_I * 4];
1298 float *pixelShaderConstantF;
1300 /* RenderState */
1301 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1303 /* Texture */
1304 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1305 int textureDimensions[MAX_SAMPLERS];
1307 /* Texture State Stage */
1308 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1309 DWORD lowest_disabled_stage;
1310 /* Sampler States */
1311 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1313 /* Current GLSL Shader Program */
1314 struct glsl_shader_prog_link *glsl_program;
1316 /* Scissor test rectangle */
1317 RECT scissorRect;
1320 extern void stateblock_savedstates_set(
1321 IWineD3DStateBlock* iface,
1322 SAVEDSTATES* states,
1323 BOOL value);
1325 extern void stateblock_savedstates_copy(
1326 IWineD3DStateBlock* iface,
1327 SAVEDSTATES* dest,
1328 SAVEDSTATES* source);
1330 extern void stateblock_copy(
1331 IWineD3DStateBlock* destination,
1332 IWineD3DStateBlock* source);
1334 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1336 /*****************************************************************************
1337 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1339 typedef struct IWineD3DQueryImpl
1341 const IWineD3DQueryVtbl *lpVtbl;
1342 LONG ref; /* Note: Ref counting not required */
1344 IUnknown *parent;
1345 /*TODO: replace with iface usage */
1346 #if 0
1347 IWineD3DDevice *wineD3DDevice;
1348 #else
1349 IWineD3DDeviceImpl *wineD3DDevice;
1350 #endif
1352 /* IWineD3DQuery fields */
1353 WINED3DQUERYTYPE type;
1354 /* TODO: Think about using a IUnknown instead of a void* */
1355 void *extendedData;
1358 } IWineD3DQueryImpl;
1360 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1362 /* Datastructures for IWineD3DQueryImpl.extendedData */
1363 typedef struct WineQueryOcclusionData {
1364 GLuint queryId;
1365 } WineQueryOcclusionData;
1367 typedef struct WineQueryEventData {
1368 GLuint fenceId;
1369 } WineQueryEventData;
1371 /*****************************************************************************
1372 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1375 typedef struct IWineD3DSwapChainImpl
1377 /*IUnknown part*/
1378 const IWineD3DSwapChainVtbl *lpVtbl;
1379 LONG ref; /* Note: Ref counting not required */
1381 IUnknown *parent;
1382 IWineD3DDeviceImpl *wineD3DDevice;
1384 /* IWineD3DSwapChain fields */
1385 IWineD3DSurface **backBuffer;
1386 IWineD3DSurface *frontBuffer;
1387 BOOL wantsDepthStencilBuffer;
1388 WINED3DPRESENT_PARAMETERS presentParms;
1389 DWORD orig_width, orig_height;
1390 WINED3DFORMAT orig_fmt;
1392 long prev_time, frames; /* Performance tracking */
1394 WineD3DContext **context; /* Later a array for multithreading */
1395 unsigned int num_contexts;
1397 HWND win_handle;
1398 Window win;
1399 } IWineD3DSwapChainImpl;
1401 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1403 /*****************************************************************************
1404 * Utility function prototypes
1407 /* Trace routines */
1408 const char* debug_d3dformat(WINED3DFORMAT fmt);
1409 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1410 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1411 const char* debug_d3dusage(DWORD usage);
1412 const char* debug_d3dusagequery(DWORD usagequery);
1413 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1414 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1415 const char* debug_d3ddeclusage(BYTE usage);
1416 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1417 const char* debug_d3drenderstate(DWORD state);
1418 const char* debug_d3dsamplerstate(DWORD state);
1419 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1420 const char* debug_d3dtexturestate(DWORD state);
1421 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1422 const char* debug_d3dpool(WINED3DPOOL pool);
1423 const char *debug_fbostatus(GLenum status);
1424 const char *debug_glerror(GLenum error);
1426 /* Routines for GL <-> D3D values */
1427 GLenum StencilOp(DWORD op);
1428 GLenum CompareFunc(DWORD func);
1429 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1430 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1431 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1433 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1434 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1436 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1438 /* Math utils */
1439 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1441 /*****************************************************************************
1442 * To enable calling of inherited functions, requires prototypes
1444 * Note: Only require classes which are subclassed, ie resource, basetexture,
1446 /*** IUnknown methods ***/
1447 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1448 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1449 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1450 /*** IWineD3DResource methods ***/
1451 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1452 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1453 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1454 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1455 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1456 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1457 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1458 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1459 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1460 /*** class static members ***/
1461 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1463 /*** IUnknown methods ***/
1464 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1465 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1466 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1467 /*** IWineD3DResource methods ***/
1468 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1469 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1470 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1471 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1472 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1473 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1474 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1475 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1476 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1477 /*** IWineD3DBaseTexture methods ***/
1478 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1479 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1480 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1481 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1482 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1483 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1484 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1485 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1487 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1488 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1489 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1490 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1491 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1492 /*** class static members ***/
1493 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1495 struct SHADER_OPCODE_ARG;
1496 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1498 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1499 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1500 * used if the user is using GLSL shaders. */
1501 struct glsl_shader_prog_link {
1502 struct list vshader_entry;
1503 struct list pshader_entry;
1504 GLhandleARB programId;
1505 GLhandleARB *vuniformF_locations;
1506 GLhandleARB *puniformF_locations;
1507 GLhandleARB vshader;
1508 GLhandleARB pshader;
1511 typedef struct {
1512 GLhandleARB vshader;
1513 GLhandleARB pshader;
1514 } glsl_program_key_t;
1516 /* TODO: Make this dynamic, based on shader limits ? */
1517 #define MAX_REG_ADDR 1
1518 #define MAX_REG_TEMP 32
1519 #define MAX_REG_TEXCRD 8
1520 #define MAX_REG_INPUT 12
1521 #define MAX_REG_OUTPUT 12
1522 #define MAX_ATTRIBS 16
1523 #define MAX_CONST_I 16
1524 #define MAX_CONST_B 16
1526 /* FIXME: This needs to go up to 2048 for
1527 * Shader model 3 according to msdn (and for software shaders) */
1528 #define MAX_LABELS 16
1530 typedef struct semantic {
1531 DWORD usage;
1532 DWORD reg;
1533 } semantic;
1535 typedef struct local_constant {
1536 struct list entry;
1537 unsigned int idx;
1538 DWORD value[4];
1539 } local_constant;
1541 typedef struct shader_reg_maps {
1543 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1544 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1545 char address[MAX_REG_ADDR]; /* vertex */
1546 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1547 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1548 char attributes[MAX_ATTRIBS]; /* vertex */
1549 char labels[MAX_LABELS]; /* pixel, vertex */
1551 /* Sampler usage tokens
1552 * Use 0 as default (bit 31 is always 1 on a valid token) */
1553 DWORD samplers[MAX_SAMPLERS];
1554 char bumpmat;
1556 /* Whether or not a loop is used in this shader */
1557 char loop;
1559 /* Whether or not this shader uses fog */
1560 char fog;
1562 } shader_reg_maps;
1564 #define SHADER_PGMSIZE 65535
1565 typedef struct SHADER_BUFFER {
1566 char* buffer;
1567 unsigned int bsize;
1568 unsigned int lineNo;
1569 BOOL newline;
1570 } SHADER_BUFFER;
1572 /* Undocumented opcode controls */
1573 #define INST_CONTROLS_SHIFT 16
1574 #define INST_CONTROLS_MASK 0x00ff0000
1576 typedef enum COMPARISON_TYPE {
1577 COMPARISON_GT = 1,
1578 COMPARISON_EQ = 2,
1579 COMPARISON_GE = 3,
1580 COMPARISON_LT = 4,
1581 COMPARISON_NE = 5,
1582 COMPARISON_LE = 6
1583 } COMPARISON_TYPE;
1585 typedef struct SHADER_OPCODE {
1586 unsigned int opcode;
1587 const char* name;
1588 const char* glname;
1589 char dst_token;
1590 CONST UINT num_params;
1591 SHADER_HANDLER hw_fct;
1592 SHADER_HANDLER hw_glsl_fct;
1593 DWORD min_version;
1594 DWORD max_version;
1595 } SHADER_OPCODE;
1597 typedef struct SHADER_OPCODE_ARG {
1598 IWineD3DBaseShader* shader;
1599 shader_reg_maps* reg_maps;
1600 CONST SHADER_OPCODE* opcode;
1601 DWORD opcode_token;
1602 DWORD dst;
1603 DWORD dst_addr;
1604 DWORD predicate;
1605 DWORD src[4];
1606 DWORD src_addr[4];
1607 SHADER_BUFFER* buffer;
1608 } SHADER_OPCODE_ARG;
1610 typedef struct SHADER_LIMITS {
1611 unsigned int temporary;
1612 unsigned int texcoord;
1613 unsigned int sampler;
1614 unsigned int constant_int;
1615 unsigned int constant_float;
1616 unsigned int constant_bool;
1617 unsigned int address;
1618 unsigned int packed_output;
1619 unsigned int packed_input;
1620 unsigned int attributes;
1621 unsigned int label;
1622 } SHADER_LIMITS;
1624 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1625 maintain state information between multiple codes */
1626 typedef struct SHADER_PARSE_STATE {
1627 unsigned int current_row;
1628 DWORD texcoord_w[2];
1629 } SHADER_PARSE_STATE;
1631 /* Base Shader utility functions.
1632 * (may move callers into the same file in the future) */
1633 extern int shader_addline(
1634 SHADER_BUFFER* buffer,
1635 const char* fmt, ...);
1637 extern const SHADER_OPCODE* shader_get_opcode(
1638 IWineD3DBaseShader *iface,
1639 const DWORD code);
1641 extern void shader_delete_constant_list(
1642 struct list* clist);
1644 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1646 /* Vertex shader utility functions */
1647 extern BOOL vshader_get_input(
1648 IWineD3DVertexShader* iface,
1649 BYTE usage_req, BYTE usage_idx_req,
1650 unsigned int* regnum);
1652 extern BOOL vshader_input_is_color(
1653 IWineD3DVertexShader* iface,
1654 unsigned int regnum);
1656 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1658 /* ARB_[vertex/fragment]_program helper functions */
1659 extern void shader_arb_load_constants(
1660 IWineD3DDevice* device,
1661 char usePixelShader,
1662 char useVertexShader);
1664 /* ARB shader program Prototypes */
1665 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1667 /* ARB pixel shader prototypes */
1668 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1669 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1670 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1671 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1672 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1673 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1674 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1675 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1676 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1677 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1678 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1684 /* ARB vertex shader prototypes */
1685 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1686 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1687 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1689 /* GLSL helper functions */
1690 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1691 extern void shader_glsl_load_constants(
1692 IWineD3DDevice* device,
1693 char usePixelShader,
1694 char useVertexShader);
1696 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1697 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1698 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1699 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1700 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1701 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1702 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1703 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1704 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1705 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1706 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1707 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1728 /** GLSL Pixel Shader Prototypes */
1729 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1730 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1731 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1732 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1733 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1734 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1735 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1736 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1737 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1738 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1739 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1740 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_input_pack(
1750 SHADER_BUFFER* buffer,
1751 semantic* semantics_out);
1753 /** GLSL Vertex Shader Prototypes */
1754 extern void vshader_glsl_output_unpack(
1755 SHADER_BUFFER* buffer,
1756 semantic* semantics_out);
1758 /*****************************************************************************
1759 * IDirect3DBaseShader implementation structure
1761 typedef struct IWineD3DBaseShaderClass
1763 DWORD hex_version;
1764 SHADER_LIMITS limits;
1765 SHADER_PARSE_STATE parse_state;
1766 CONST SHADER_OPCODE *shader_ins;
1767 CONST DWORD *function;
1768 UINT functionLength;
1769 GLuint prgId;
1770 BOOL is_compiled;
1772 /* Type of shader backend */
1773 int shader_mode;
1775 /* Programs this shader is linked with */
1776 struct list linked_programs;
1778 /* Immediate constants (override global ones) */
1779 struct list constantsB;
1780 struct list constantsF;
1781 struct list constantsI;
1782 shader_reg_maps reg_maps;
1784 /* Pointer to the parent device */
1785 IWineD3DDevice *device;
1787 } IWineD3DBaseShaderClass;
1789 typedef struct IWineD3DBaseShaderImpl {
1790 /* IUnknown */
1791 const IWineD3DBaseShaderVtbl *lpVtbl;
1792 LONG ref;
1794 /* IWineD3DBaseShader */
1795 IWineD3DBaseShaderClass baseShader;
1796 } IWineD3DBaseShaderImpl;
1798 extern HRESULT shader_get_registers_used(
1799 IWineD3DBaseShader *iface,
1800 shader_reg_maps* reg_maps,
1801 semantic* semantics_in,
1802 semantic* semantics_out,
1803 CONST DWORD* pToken,
1804 IWineD3DStateBlockImpl *stateBlock);
1806 extern void shader_generate_glsl_declarations(
1807 IWineD3DBaseShader *iface,
1808 shader_reg_maps* reg_maps,
1809 SHADER_BUFFER* buffer,
1810 WineD3D_GL_Info* gl_info);
1812 extern void shader_generate_arb_declarations(
1813 IWineD3DBaseShader *iface,
1814 shader_reg_maps* reg_maps,
1815 SHADER_BUFFER* buffer,
1816 WineD3D_GL_Info* gl_info);
1818 extern void shader_generate_main(
1819 IWineD3DBaseShader *iface,
1820 SHADER_BUFFER* buffer,
1821 shader_reg_maps* reg_maps,
1822 CONST DWORD* pFunction);
1824 extern void shader_dump_ins_modifiers(
1825 const DWORD output);
1827 extern void shader_dump_param(
1828 IWineD3DBaseShader *iface,
1829 const DWORD param,
1830 const DWORD addr_token,
1831 int input);
1833 extern void shader_trace_init(
1834 IWineD3DBaseShader *iface,
1835 const DWORD* pFunction);
1837 extern int shader_get_param(
1838 IWineD3DBaseShader* iface,
1839 const DWORD* pToken,
1840 DWORD* param,
1841 DWORD* addr_token);
1843 extern int shader_skip_unrecognized(
1844 IWineD3DBaseShader* iface,
1845 const DWORD* pToken);
1847 extern void print_glsl_info_log(
1848 WineD3D_GL_Info *gl_info,
1849 GLhandleARB obj);
1851 static inline int shader_get_regtype(const DWORD param) {
1852 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1853 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1856 extern unsigned int shader_get_float_offset(const DWORD reg);
1858 static inline BOOL shader_is_pshader_version(DWORD token) {
1859 return 0xFFFF0000 == (token & 0xFFFF0000);
1862 static inline BOOL shader_is_vshader_version(DWORD token) {
1863 return 0xFFFE0000 == (token & 0xFFFF0000);
1866 static inline BOOL shader_is_comment(DWORD token) {
1867 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1870 /* TODO: vFace (ps_3_0) */
1871 static inline BOOL shader_is_scalar(DWORD param) {
1872 DWORD reg_type = shader_get_regtype(param);
1874 switch (reg_type) {
1875 case WINED3DSPR_RASTOUT:
1876 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1877 /* oFog & oPts */
1878 return TRUE;
1880 /* oPos */
1881 return FALSE;
1883 case WINED3DSPR_DEPTHOUT: /* oDepth */
1884 case WINED3DSPR_CONSTBOOL: /* b# */
1885 case WINED3DSPR_LOOP: /* aL */
1886 case WINED3DSPR_PREDICATE: /* p0 */
1887 return TRUE;
1889 default:
1890 return FALSE;
1894 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1895 * so upload them above that
1897 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1898 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1900 /*****************************************************************************
1901 * IDirect3DVertexShader implementation structure
1903 typedef struct IWineD3DVertexShaderImpl {
1904 /* IUnknown parts*/
1905 const IWineD3DVertexShaderVtbl *lpVtbl;
1906 LONG ref; /* Note: Ref counting not required */
1908 /* IWineD3DBaseShader */
1909 IWineD3DBaseShaderClass baseShader;
1911 /* IWineD3DVertexShaderImpl */
1912 IUnknown *parent;
1914 DWORD usage;
1916 /* Vertex shader input and output semantics */
1917 semantic semantics_in [MAX_ATTRIBS];
1918 semantic semantics_out [MAX_REG_OUTPUT];
1920 /* run time datas... */
1921 VSHADERDATA *data;
1922 #if 0 /* needs reworking */
1923 /* run time datas */
1924 VSHADERINPUTDATA input;
1925 VSHADEROUTPUTDATA output;
1926 #endif
1927 } IWineD3DVertexShaderImpl;
1928 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1929 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1931 /*****************************************************************************
1932 * IDirect3DPixelShader implementation structure
1934 typedef struct IWineD3DPixelShaderImpl {
1935 /* IUnknown parts */
1936 const IWineD3DPixelShaderVtbl *lpVtbl;
1937 LONG ref; /* Note: Ref counting not required */
1939 /* IWineD3DBaseShader */
1940 IWineD3DBaseShaderClass baseShader;
1942 /* IWineD3DPixelShaderImpl */
1943 IUnknown *parent;
1945 /* Pixel shader input semantics */
1946 semantic semantics_in [MAX_REG_INPUT];
1948 /* run time data */
1949 PSHADERDATA *data;
1951 /* Some information about the shader behavior */
1952 char needsbumpmat;
1953 UINT bumpenvmatconst;
1955 #if 0 /* needs reworking */
1956 PSHADERINPUTDATA input;
1957 PSHADEROUTPUTDATA output;
1958 #endif
1959 } IWineD3DPixelShaderImpl;
1961 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1962 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1964 /*****************************************************************************
1965 * IWineD3DPalette implementation structure
1967 struct IWineD3DPaletteImpl {
1968 /* IUnknown parts */
1969 const IWineD3DPaletteVtbl *lpVtbl;
1970 LONG ref;
1972 IUnknown *parent;
1973 IWineD3DDeviceImpl *wineD3DDevice;
1975 /* IWineD3DPalette */
1976 HPALETTE hpal;
1977 WORD palVersion; /*| */
1978 WORD palNumEntries; /*| LOGPALETTE */
1979 PALETTEENTRY palents[256]; /*| */
1980 /* This is to store the palette in 'screen format' */
1981 int screen_palents[256];
1982 DWORD Flags;
1985 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1986 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1988 /* DirectDraw utility functions */
1989 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1991 /*****************************************************************************
1992 * Pixel format management
1994 typedef struct {
1995 WINED3DFORMAT format;
1996 DWORD alphaMask, redMask, greenMask, blueMask;
1997 UINT bpp;
1998 BOOL isFourcc;
1999 GLint glInternal, glFormat, glType;
2000 } PixelFormatDesc;
2002 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2004 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2005 return (device->vs_selected_mode != SHADER_NONE
2006 && device->stateBlock->vertexShader
2007 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2008 && !device->strided_streams.u.s.position_transformed);
2011 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2012 return (device->ps_selected_mode != SHADER_NONE
2013 && device->stateBlock->pixelShader
2014 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2017 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2018 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2020 #endif