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[wine/kumbayo.git] / dlls / wined3d / wined3d_private.h
bloba8539039e085245be687bb7a7868fdd902ac7acc
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_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 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* See GL_NV_half_float for reference */
125 static inline float float_16_to_32(const unsigned short *in) {
126 const unsigned short s = ((*in) & 0x8000);
127 const unsigned short e = ((*in) & 0x7C00) >> 10;
128 const unsigned short m = (*in) & 0x3FF;
129 const float sgn = (s ? -1.0 : 1.0);
131 if(e == 0) {
132 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
133 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
134 } else if(e < 31) {
135 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
136 } else {
137 if(m == 0) return sgn / 0.0; /* +INF / -INF */
138 else return 0.0 / 0.0; /* NAN */
143 * Settings
145 #define VS_NONE 0
146 #define VS_HW 1
148 #define PS_NONE 0
149 #define PS_HW 1
151 #define VBO_NONE 0
152 #define VBO_HW 1
154 #define NP2_NONE 0
155 #define NP2_REPACK 1
156 #define NP2_NATIVE 2
158 #define ORM_BACKBUFFER 0
159 #define ORM_PBUFFER 1
160 #define ORM_FBO 2
162 #define SHADER_ARB 1
163 #define SHADER_GLSL 2
164 #define SHADER_NONE 3
166 #define RTL_DISABLE -1
167 #define RTL_AUTO 0
168 #define RTL_READDRAW 1
169 #define RTL_READTEX 2
170 #define RTL_TEXDRAW 3
171 #define RTL_TEXTEX 4
173 /* NOTE: When adding fields to this structure, make sure to update the default
174 * values in wined3d_main.c as well. */
175 typedef struct wined3d_settings_s {
176 /* vertex and pixel shader modes */
177 int vs_mode;
178 int ps_mode;
179 int vbo_mode;
180 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
181 we should use it. However, until it's fully implemented, we'll leave it as a registry
182 setting for developers. */
183 BOOL glslRequested;
184 int offscreen_rendering_mode;
185 int rendertargetlock_mode;
186 /* Memory tracking and object counting */
187 unsigned int emulated_textureram;
188 char *logo;
189 } wined3d_settings_t;
191 extern wined3d_settings_t wined3d_settings;
193 /* Shader backends */
194 struct SHADER_OPCODE_ARG;
196 typedef struct {
197 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
198 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
199 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
200 void (*shader_cleanup)(IWineD3DDevice *iface);
201 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
202 void (*shader_destroy)(IWineD3DBaseShader *iface);
203 } shader_backend_t;
205 extern const shader_backend_t glsl_shader_backend;
206 extern const shader_backend_t arb_program_shader_backend;
207 extern const shader_backend_t none_shader_backend;
209 /* X11 locking */
211 extern void (*wine_tsx11_lock_ptr)(void);
212 extern void (*wine_tsx11_unlock_ptr)(void);
214 /* As GLX relies on X, this is needed */
215 extern int num_lock;
217 #if 0
218 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
219 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
220 #else
221 #define ENTER_GL() wine_tsx11_lock_ptr()
222 #define LEAVE_GL() wine_tsx11_unlock_ptr()
223 #endif
225 /*****************************************************************************
226 * Defines
229 /* GL related defines */
230 /* ------------------ */
231 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
232 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
233 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
234 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
236 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
237 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
238 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
239 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
241 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
242 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
243 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
244 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
246 #define D3DCOLORTOGLFLOAT4(dw, vec) \
247 (vec)[0] = D3DCOLOR_R(dw); \
248 (vec)[1] = D3DCOLOR_G(dw); \
249 (vec)[2] = D3DCOLOR_B(dw); \
250 (vec)[3] = D3DCOLOR_A(dw);
252 /* DirectX Device Limits */
253 /* --------------------- */
254 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
256 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
257 See MaxStreams in MSDN under GetDeviceCaps */
258 /* Maximum number of constants provided to the shaders */
259 #define HIGHEST_TRANSFORMSTATE 512
260 /* Highest value in WINED3DTRANSFORMSTATETYPE */
261 #define MAX_PALETTES 256
263 /* Checking of API calls */
264 /* --------------------- */
265 #define checkGLcall(A) \
267 GLint err = glGetError(); \
268 if (err == GL_NO_ERROR) { \
269 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
271 } else do { \
272 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
273 debug_glerror(err), err, A, __FILE__, __LINE__); \
274 err = glGetError(); \
275 } while (err != GL_NO_ERROR); \
278 /* Trace routines / diagnostics */
279 /* ---------------------------- */
281 /* Dump out a matrix and copy it */
282 #define conv_mat(mat,gl_mat) \
283 do { \
284 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
285 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
286 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
287 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
288 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
289 } while (0)
291 /* Macro to dump out the current state of the light chain */
292 #define DUMP_LIGHT_CHAIN() \
294 PLIGHTINFOEL *el = This->stateBlock->lights;\
295 while (el) { \
296 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
297 el = el->next; \
301 /* Trace vector and strided data information */
302 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
303 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
304 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);
306 /* Defines used for optimizations */
308 /* Only reapply what is necessary */
309 #define REAPPLY_ALPHAOP 0x0001
310 #define REAPPLY_ALL 0xFFFF
312 /* Advance declaration of structures to satisfy compiler */
313 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
314 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
315 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
316 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
318 /* Global variables */
319 extern const float identity[16];
321 /*****************************************************************************
322 * Compilable extra diagnostics
325 /* Trace information per-vertex: (extremely high amount of trace) */
326 #if 0 /* NOTE: Must be 0 in cvs */
327 # define VTRACE(A) TRACE A
328 #else
329 # define VTRACE(A)
330 #endif
332 /* Checking of per-vertex related GL calls */
333 /* --------------------- */
334 #define vcheckGLcall(A) \
336 GLint err = glGetError(); \
337 if (err == GL_NO_ERROR) { \
338 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
340 } else do { \
341 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
342 debug_glerror(err), err, A, __FILE__, __LINE__); \
343 err = glGetError(); \
344 } while (err != GL_NO_ERROR); \
347 /* TODO: Confirm each of these works when wined3d move completed */
348 #if 0 /* NOTE: Must be 0 in cvs */
349 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
350 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
351 is enabled, and if it doesn't exist it is disabled. */
352 # define FRAME_DEBUGGING
353 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
354 the file is deleted */
355 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
356 # define SINGLE_FRAME_DEBUGGING
357 # endif
358 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
359 It can only be enabled when FRAME_DEBUGGING is also enabled
360 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
361 array is drawn. */
362 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
363 # define SHOW_FRAME_MAKEUP 1
364 # endif
365 /* The following, when enabled, lets you see the makeup of the all the textures used during each
366 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
367 The contents of the textures assigned to each stage are written into
368 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
369 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
370 # define SHOW_TEXTURE_MAKEUP 0
371 # endif
372 extern BOOL isOn;
373 extern BOOL isDumpingFrames;
374 extern LONG primCounter;
375 #endif
377 /*****************************************************************************
378 * Prototypes
381 /* Routine common to the draw primitive and draw indexed primitive routines */
382 void drawPrimitive(IWineD3DDevice *iface,
383 int PrimitiveType,
384 long NumPrimitives,
385 /* for Indexed: */
386 long StartVertexIndex,
387 UINT numberOfVertices,
388 long StartIdx,
389 short idxBytes,
390 const void *idxData,
391 int minIndex);
393 void primitiveDeclarationConvertToStridedData(
394 IWineD3DDevice *iface,
395 BOOL useVertexShaderFunction,
396 WineDirect3DVertexStridedData *strided,
397 BOOL *fixup);
399 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
401 typedef void (*glAttribFunc)(void *data);
402 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
403 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
404 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
405 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
406 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
408 #define eps 1e-8
410 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
411 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
413 /* Routines and structures related to state management */
414 typedef struct WineD3DContext WineD3DContext;
415 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
417 #define STATE_RENDER(a) (a)
418 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
420 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
421 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
423 /* + 1 because samplers start with 0 */
424 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
425 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
427 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
428 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
430 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
431 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
433 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
434 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
435 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
436 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
438 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
439 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
441 #define STATE_VSHADER (STATE_VDECL + 1)
442 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
444 #define STATE_VIEWPORT (STATE_VSHADER + 1)
445 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
447 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
448 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
449 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
450 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
452 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
453 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
455 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
456 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
458 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
459 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
461 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
463 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
465 #define STATE_HIGHEST (STATE_FRONTFACE)
467 struct StateEntry
469 DWORD representative;
470 APPLYSTATEFUNC apply;
473 /* Global state table */
474 extern const struct StateEntry StateTable[];
476 /* The new context manager that should deal with onscreen and offscreen rendering */
477 struct WineD3DContext {
478 /* State dirtification
479 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
480 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
481 * 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
482 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
484 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
485 DWORD numDirtyEntries;
486 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
488 IWineD3DSurface *surface;
489 DWORD tid; /* Thread ID which owns this context at the moment */
491 /* Stores some inforation about the context state for optimization */
492 GLint last_draw_buffer;
493 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
494 BOOL last_was_pshader;
495 BOOL last_was_vshader;
496 BOOL last_was_foggy_shader;
497 BOOL namedArraysLoaded, numberedArraysLoaded;
498 BOOL lastWasPow2Texture[MAX_TEXTURES];
499 GLenum tracking_parm; /* Which source is tracking current colour */
500 unsigned char num_untracked_materials;
501 GLenum untracked_materials[2];
502 BOOL last_was_blit, last_was_ckey;
503 char texShaderBumpMap;
504 BOOL fog_coord;
506 /* The actual opengl context */
507 HGLRC glCtx;
508 HWND win_handle;
509 HDC hdc;
510 HPBUFFERARB pbuffer;
511 BOOL isPBuffer;
514 typedef enum ContextUsage {
515 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
516 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
517 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
518 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
519 } ContextUsage;
521 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
522 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
523 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
524 void apply_fbo_state(IWineD3DDevice *iface);
526 /* Macros for doing basic GPU detection based on opengl capabilities */
527 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
528 #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])
529 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
530 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
532 /* Default callbacks for implicit object destruction */
533 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
535 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
537 /*****************************************************************************
538 * Internal representation of a light
540 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
541 struct PLIGHTINFOEL {
542 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
543 DWORD OriginalIndex;
544 LONG glIndex;
545 BOOL changed;
546 BOOL enabledChanged;
547 BOOL enabled;
549 /* Converted parms to speed up swapping lights */
550 float lightPosn[4];
551 float lightDirn[4];
552 float exponent;
553 float cutoff;
555 struct list entry;
558 /* The default light parameters */
559 extern const WINED3DLIGHT WINED3D_default_light;
561 typedef struct WineD3D_PixelFormat
563 int iPixelFormat; /* WGL pixel format */
564 int redSize, greenSize, blueSize, alphaSize;
565 int depthSize, stencilSize;
566 } WineD3D_PixelFormat;
568 /* The adapter structure */
569 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
570 struct WineD3DAdapter
572 UINT num;
573 POINT monitorPoint;
574 WineD3D_GL_Info gl_info;
575 const char *driver;
576 const char *description;
577 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
578 int nCfgs;
579 WineD3D_PixelFormat *cfgs;
580 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
581 unsigned int UsedTextureRam;
584 extern BOOL InitAdapters(void);
585 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
586 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
588 /*****************************************************************************
589 * High order patch management
591 struct WineD3DRectPatch
593 UINT Handle;
594 float *mem;
595 WineDirect3DVertexStridedData strided;
596 WINED3DRECTPATCH_INFO RectPatchInfo;
597 float numSegs[4];
598 char has_normals, has_texcoords;
599 struct list entry;
602 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
604 /*****************************************************************************
605 * IWineD3D implementation structure
607 typedef struct IWineD3DImpl
609 /* IUnknown fields */
610 const IWineD3DVtbl *lpVtbl;
611 LONG ref; /* Note: Ref counting not required */
613 /* WineD3D Information */
614 IUnknown *parent;
615 UINT dxVersion;
616 } IWineD3DImpl;
618 extern const IWineD3DVtbl IWineD3D_Vtbl;
620 /* TODO: setup some flags in the registry to enable, disable pbuffer support
621 (since it will break quite a few things until contexts are managed properly!) */
622 extern BOOL pbuffer_support;
623 /* allocate one pbuffer per surface */
624 extern BOOL pbuffer_per_surface;
626 /* A helper function that dumps a resource list */
627 void dumpResources(struct list *list);
629 /*****************************************************************************
630 * IWineD3DDevice implementation structure
632 struct IWineD3DDeviceImpl
634 /* IUnknown fields */
635 const IWineD3DDeviceVtbl *lpVtbl;
636 LONG ref; /* Note: Ref counting not required */
638 /* WineD3D Information */
639 IUnknown *parent;
640 IWineD3D *wineD3D;
641 struct WineD3DAdapter *adapter;
643 /* Window styles to restore when switching fullscreen mode */
644 LONG style;
645 LONG exStyle;
647 /* X and GL Information */
648 GLint maxConcurrentLights;
649 GLenum offscreenBuffer;
651 /* Selected capabilities */
652 int vs_selected_mode;
653 int ps_selected_mode;
654 const shader_backend_t *shader_backend;
655 hash_table_t *glsl_program_lookup;
657 /* To store */
658 BOOL view_ident; /* true iff view matrix is identity */
659 BOOL untransformed;
660 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
661 unsigned char surface_alignment; /* Line Alignment of surfaces */
663 /* State block related */
664 BOOL isRecordingState;
665 IWineD3DStateBlockImpl *stateBlock;
666 IWineD3DStateBlockImpl *updateStateBlock;
667 BOOL isInDraw;
669 /* Internal use fields */
670 WINED3DDEVICE_CREATION_PARAMETERS createParms;
671 UINT adapterNo;
672 WINED3DDEVTYPE devType;
674 IWineD3DSwapChain **swapchains;
675 UINT NumberOfSwapChains;
677 struct list resources; /* a linked list to track resources created by the device */
679 /* Render Target Support */
680 IWineD3DSurface **render_targets;
681 IWineD3DSurface *auto_depth_stencil_buffer;
682 IWineD3DSurface **fbo_color_attachments;
683 IWineD3DSurface *fbo_depth_attachment;
685 IWineD3DSurface *stencilBufferTarget;
687 /* Caches to avoid unneeded context changes */
688 IWineD3DSurface *lastActiveRenderTarget;
689 IWineD3DSwapChain *lastActiveSwapChain;
691 /* palettes texture management */
692 PALETTEENTRY palettes[MAX_PALETTES][256];
693 UINT currentPalette;
694 UINT paletteConversionShader;
696 /* For rendering to a texture using glCopyTexImage */
697 BOOL render_offscreen;
698 WINED3D_DEPTHCOPYSTATE depth_copy_state;
699 GLuint fbo;
700 GLuint src_fbo;
701 GLuint dst_fbo;
702 GLenum *draw_buffers;
704 /* Cursor management */
705 BOOL bCursorVisible;
706 UINT xHotSpot;
707 UINT yHotSpot;
708 UINT xScreenSpace;
709 UINT yScreenSpace;
710 UINT cursorWidth, cursorHeight;
711 GLuint cursorTexture;
712 BOOL haveHardwareCursor;
713 HCURSOR hardwareCursor;
715 /* The Wine logo surface */
716 IWineD3DSurface *logo_surface;
718 /* Textures for when no other textures are mapped */
719 UINT dummyTextureName[MAX_TEXTURES];
721 /* Debug stream management */
722 BOOL debug;
724 /* Device state management */
725 HRESULT state;
726 BOOL d3d_initialized;
728 /* A flag to check for proper BeginScene / EndScene call pairs */
729 BOOL inScene;
731 /* process vertex shaders using software or hardware */
732 BOOL softwareVertexProcessing;
734 /* DirectDraw stuff */
735 HWND ddraw_window;
736 IWineD3DSurface *ddraw_primary;
737 DWORD ddraw_width, ddraw_height;
738 WINED3DFORMAT ddraw_format;
739 BOOL ddraw_fullscreen;
741 /* Final position fixup constant */
742 float posFixup[4];
744 /* With register combiners we can skip junk texture stages */
745 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
746 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
747 BOOL fixed_function_usage_map[MAX_TEXTURES];
749 /* Stream source management */
750 WineDirect3DVertexStridedData strided_streams;
751 WineDirect3DVertexStridedData *up_strided;
752 BOOL useDrawStridedSlow;
753 BOOL instancedDraw;
755 /* Context management */
756 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
757 WineD3DContext *activeContext;
758 DWORD lastThread;
759 UINT numContexts;
760 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
761 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
763 /* High level patch management */
764 #define PATCHMAP_SIZE 43
765 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
766 struct list patches[PATCHMAP_SIZE];
767 struct WineD3DRectPatch *currentPatch;
770 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
772 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
773 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
774 float Z, DWORD Stencil);
775 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
776 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
777 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
778 DWORD idx = state >> 5;
779 BYTE shift = state & 0x1f;
780 return context->isStateDirty[idx] & (1 << shift);
783 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
784 typedef struct PrivateData
786 struct list entry;
788 GUID tag;
789 DWORD flags; /* DDSPD_* */
790 DWORD uniqueness_value;
792 union
794 LPVOID data;
795 LPUNKNOWN object;
796 } ptr;
798 DWORD size;
799 } PrivateData;
801 /*****************************************************************************
802 * IWineD3DResource implementation structure
804 typedef struct IWineD3DResourceClass
806 /* IUnknown fields */
807 LONG ref; /* Note: Ref counting not required */
809 /* WineD3DResource Information */
810 IUnknown *parent;
811 WINED3DRESOURCETYPE resourceType;
812 IWineD3DDeviceImpl *wineD3DDevice;
813 WINED3DPOOL pool;
814 UINT size;
815 DWORD usage;
816 WINED3DFORMAT format;
817 BYTE *allocatedMemory; /* Pointer to the real data location */
818 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
819 struct list privateData;
820 struct list resource_list_entry;
822 } IWineD3DResourceClass;
824 typedef struct IWineD3DResourceImpl
826 /* IUnknown & WineD3DResource Information */
827 const IWineD3DResourceVtbl *lpVtbl;
828 IWineD3DResourceClass resource;
829 } IWineD3DResourceImpl;
831 /* Tests show that the start address of resources is 32 byte aligned */
832 #define RESOURCE_ALIGNMENT 32
834 /*****************************************************************************
835 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
837 enum vbo_conversion_type {
838 CONV_NONE = 0,
839 CONV_D3DCOLOR = 1,
840 CONV_POSITIONT = 2,
841 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
843 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
844 * fixed function semantics as D3DCOLOR or FLOAT16
848 typedef struct IWineD3DVertexBufferImpl
850 /* IUnknown & WineD3DResource Information */
851 const IWineD3DVertexBufferVtbl *lpVtbl;
852 IWineD3DResourceClass resource;
854 /* WineD3DVertexBuffer specifics */
855 DWORD fvf;
857 /* Vertex buffer object support */
858 GLuint vbo;
859 BYTE Flags;
860 LONG bindCount;
861 LONG vbo_size;
862 GLenum vbo_usage;
864 UINT dirtystart, dirtyend;
865 LONG lockcount;
867 LONG declChanges, draws;
868 /* Last description of the buffer */
869 DWORD stride; /* 0 if no conversion */
870 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
872 /* Extra load offsets, for FLOAT16 conversion */
873 DWORD *conv_shift; /* NULL if no shifted conversion */
874 DWORD conv_stride; /* 0 if no shifted conversion */
875 } IWineD3DVertexBufferImpl;
877 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
879 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
880 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
881 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
882 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
883 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
885 /*****************************************************************************
886 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
888 typedef struct IWineD3DIndexBufferImpl
890 /* IUnknown & WineD3DResource Information */
891 const IWineD3DIndexBufferVtbl *lpVtbl;
892 IWineD3DResourceClass resource;
894 GLuint vbo;
895 UINT dirtystart, dirtyend;
896 LONG lockcount;
898 /* WineD3DVertexBuffer specifics */
899 } IWineD3DIndexBufferImpl;
901 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
903 /*****************************************************************************
904 * IWineD3DBaseTexture D3D- > openGL state map lookups
906 #define WINED3DFUNC_NOTSUPPORTED -2
907 #define WINED3DFUNC_UNIMPLEMENTED -1
909 typedef enum winetexturestates {
910 WINED3DTEXSTA_ADDRESSU = 0,
911 WINED3DTEXSTA_ADDRESSV = 1,
912 WINED3DTEXSTA_ADDRESSW = 2,
913 WINED3DTEXSTA_BORDERCOLOR = 3,
914 WINED3DTEXSTA_MAGFILTER = 4,
915 WINED3DTEXSTA_MINFILTER = 5,
916 WINED3DTEXSTA_MIPFILTER = 6,
917 WINED3DTEXSTA_MAXMIPLEVEL = 7,
918 WINED3DTEXSTA_MAXANISOTROPY = 8,
919 WINED3DTEXSTA_SRGBTEXTURE = 9,
920 WINED3DTEXSTA_ELEMENTINDEX = 10,
921 WINED3DTEXSTA_DMAPOFFSET = 11,
922 WINED3DTEXSTA_TSSADDRESSW = 12,
923 MAX_WINETEXTURESTATES = 13,
924 } winetexturestates;
926 /*****************************************************************************
927 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
929 typedef struct IWineD3DBaseTextureClass
931 UINT levels;
932 BOOL dirty;
933 UINT textureName;
934 UINT LOD;
935 WINED3DTEXTUREFILTERTYPE filterType;
936 DWORD states[MAX_WINETEXTURESTATES];
937 LONG bindCount;
938 DWORD sampler;
939 BOOL is_srgb;
940 UINT srgb_mode_change_count;
941 WINED3DFORMAT shader_conversion_group;
942 float pow2Matrix[16];
943 } IWineD3DBaseTextureClass;
945 typedef struct IWineD3DBaseTextureImpl
947 /* IUnknown & WineD3DResource Information */
948 const IWineD3DBaseTextureVtbl *lpVtbl;
949 IWineD3DResourceClass resource;
950 IWineD3DBaseTextureClass baseTexture;
952 } IWineD3DBaseTextureImpl;
954 /*****************************************************************************
955 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
957 typedef struct IWineD3DTextureImpl
959 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
960 const IWineD3DTextureVtbl *lpVtbl;
961 IWineD3DResourceClass resource;
962 IWineD3DBaseTextureClass baseTexture;
964 /* IWineD3DTexture */
965 IWineD3DSurface *surfaces[MAX_LEVELS];
967 UINT width;
968 UINT height;
969 UINT target;
971 } IWineD3DTextureImpl;
973 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
975 /*****************************************************************************
976 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
978 typedef struct IWineD3DCubeTextureImpl
980 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
981 const IWineD3DCubeTextureVtbl *lpVtbl;
982 IWineD3DResourceClass resource;
983 IWineD3DBaseTextureClass baseTexture;
985 /* IWineD3DCubeTexture */
986 IWineD3DSurface *surfaces[6][MAX_LEVELS];
988 UINT edgeLength;
989 } IWineD3DCubeTextureImpl;
991 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
993 typedef struct _WINED3DVOLUMET_DESC
995 UINT Width;
996 UINT Height;
997 UINT Depth;
998 } WINED3DVOLUMET_DESC;
1000 /*****************************************************************************
1001 * IWineD3DVolume implementation structure (extends IUnknown)
1003 typedef struct IWineD3DVolumeImpl
1005 /* IUnknown & WineD3DResource fields */
1006 const IWineD3DVolumeVtbl *lpVtbl;
1007 IWineD3DResourceClass resource;
1009 /* WineD3DVolume Information */
1010 WINED3DVOLUMET_DESC currentDesc;
1011 IWineD3DBase *container;
1012 UINT bytesPerPixel;
1014 BOOL lockable;
1015 BOOL locked;
1016 WINED3DBOX lockedBox;
1017 WINED3DBOX dirtyBox;
1018 BOOL dirty;
1021 } IWineD3DVolumeImpl;
1023 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1025 /*****************************************************************************
1026 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1028 typedef struct IWineD3DVolumeTextureImpl
1030 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1031 const IWineD3DVolumeTextureVtbl *lpVtbl;
1032 IWineD3DResourceClass resource;
1033 IWineD3DBaseTextureClass baseTexture;
1035 /* IWineD3DVolumeTexture */
1036 IWineD3DVolume *volumes[MAX_LEVELS];
1038 UINT width;
1039 UINT height;
1040 UINT depth;
1041 } IWineD3DVolumeTextureImpl;
1043 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1045 typedef struct _WINED3DSURFACET_DESC
1047 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1048 DWORD MultiSampleQuality;
1049 UINT Width;
1050 UINT Height;
1051 } WINED3DSURFACET_DESC;
1053 /*****************************************************************************
1054 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1056 typedef struct wineD3DSurface_DIB {
1057 HBITMAP DIBsection;
1058 void* bitmap_data;
1059 UINT bitmap_size;
1060 HGDIOBJ holdbitmap;
1061 BOOL client_memory;
1062 } wineD3DSurface_DIB;
1064 typedef struct {
1065 struct list entry;
1066 GLuint id;
1067 UINT width;
1068 UINT height;
1069 } renderbuffer_entry_t;
1071 /*****************************************************************************
1072 * IWineD3DClipp implementation structure
1074 typedef struct IWineD3DClipperImpl
1076 const IWineD3DClipperVtbl *lpVtbl;
1077 LONG ref;
1079 IUnknown *Parent;
1080 HWND hWnd;
1081 } IWineD3DClipperImpl;
1084 /*****************************************************************************
1085 * IWineD3DSurface implementation structure
1087 struct IWineD3DSurfaceImpl
1089 /* IUnknown & IWineD3DResource Information */
1090 const IWineD3DSurfaceVtbl *lpVtbl;
1091 IWineD3DResourceClass resource;
1093 /* IWineD3DSurface fields */
1094 IWineD3DBase *container;
1095 WINED3DSURFACET_DESC currentDesc;
1096 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1097 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1099 UINT bytesPerPixel;
1101 /* TODO: move this off into a management class(maybe!) */
1102 DWORD Flags;
1104 UINT pow2Width;
1105 UINT pow2Height;
1107 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1108 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1110 /* Oversized texture */
1111 RECT glRect;
1113 /* PBO */
1114 GLuint pbo;
1116 RECT lockedRect;
1117 RECT dirtyRect;
1118 int lockCount;
1119 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1121 glDescriptor glDescription;
1122 BOOL srgb;
1124 /* For GetDC */
1125 wineD3DSurface_DIB dib;
1126 HDC hDC;
1128 /* Color keys for DDraw */
1129 WINEDDCOLORKEY DestBltCKey;
1130 WINEDDCOLORKEY DestOverlayCKey;
1131 WINEDDCOLORKEY SrcOverlayCKey;
1132 WINEDDCOLORKEY SrcBltCKey;
1133 DWORD CKeyFlags;
1135 WINEDDCOLORKEY glCKey;
1137 struct list renderbuffers;
1138 renderbuffer_entry_t *current_renderbuffer;
1140 /* DirectDraw clippers */
1141 IWineD3DClipper *clipper;
1144 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1145 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1147 /* Predeclare the shared Surface functions */
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1149 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1155 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1156 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1157 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1168 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1174 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1175 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1176 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1177 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1178 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1179 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1180 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1181 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1183 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1185 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1186 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1187 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1188 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1190 /* Surface flags: */
1191 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1192 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1193 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1194 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1195 #define SFLAG_DISCARD 0x00000010 /* ??? */
1196 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1197 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1198 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1199 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1200 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1201 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1202 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1203 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1204 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1205 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1206 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1207 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1208 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1209 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1211 /* In some conditions the surface memory must not be freed:
1212 * SFLAG_OVERSIZE: Not all data can be kept in GL
1213 * SFLAG_CONVERTED: Converting the data back would take too long
1214 * SFLAG_DIBSECTION: The dib code manages the memory
1215 * SFLAG_LOCKED: The app requires access to the surface data
1216 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1217 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1218 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1219 * SFLAG_CLIENT: OpenGL uses our memory as backup
1221 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1222 SFLAG_CONVERTED | \
1223 SFLAG_DIBSECTION | \
1224 SFLAG_LOCKED | \
1225 SFLAG_DYNLOCK | \
1226 SFLAG_DYNCHANGE | \
1227 SFLAG_USERPTR | \
1228 SFLAG_PBO | \
1229 SFLAG_CLIENT)
1231 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1232 SFLAG_INTEXTURE | \
1233 SFLAG_INDRAWABLE)
1234 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1236 typedef enum {
1237 NO_CONVERSION,
1238 CONVERT_PALETTED,
1239 CONVERT_PALETTED_CK,
1240 CONVERT_CK_565,
1241 CONVERT_CK_5551,
1242 CONVERT_CK_4444,
1243 CONVERT_CK_4444_ARGB,
1244 CONVERT_CK_1555,
1245 CONVERT_555,
1246 CONVERT_CK_RGB24,
1247 CONVERT_CK_8888,
1248 CONVERT_CK_8888_ARGB,
1249 CONVERT_RGB32_888,
1250 CONVERT_V8U8,
1251 CONVERT_L6V5U5,
1252 CONVERT_X8L8V8U8,
1253 CONVERT_Q8W8V8U8,
1254 CONVERT_V16U16,
1255 CONVERT_A4L4,
1256 CONVERT_R32F,
1257 CONVERT_R16F,
1258 CONVERT_G16R16,
1259 } CONVERT_TYPES;
1261 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);
1263 /*****************************************************************************
1264 * IWineD3DVertexDeclaration implementation structure
1266 typedef struct attrib_declaration {
1267 DWORD usage;
1268 DWORD idx;
1269 } attrib_declaration;
1271 #define MAX_ATTRIBS 16
1273 typedef struct IWineD3DVertexDeclarationImpl {
1274 /* IUnknown Information */
1275 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1276 LONG ref;
1278 IUnknown *parent;
1279 IWineD3DDeviceImpl *wineD3DDevice;
1281 WINED3DVERTEXELEMENT *pDeclarationWine;
1282 UINT declarationWNumElements;
1284 DWORD streams[MAX_STREAMS];
1285 UINT num_streams;
1286 BOOL position_transformed;
1287 BOOL half_float_conv_needed;
1289 /* Ordered array of declaration types that need swizzling in a vshader */
1290 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1291 UINT num_swizzled_attribs;
1292 } IWineD3DVertexDeclarationImpl;
1294 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1296 /*****************************************************************************
1297 * IWineD3DStateBlock implementation structure
1300 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1301 /* Note: Very long winded but gl Lists are not flexible enough */
1302 /* to resolve everything we need, so doing it manually for now */
1303 typedef struct SAVEDSTATES {
1304 BOOL indices;
1305 BOOL material;
1306 BOOL fvf;
1307 BOOL streamSource[MAX_STREAMS];
1308 BOOL streamFreq[MAX_STREAMS];
1309 BOOL textures[MAX_COMBINED_SAMPLERS];
1310 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1311 BOOL viewport;
1312 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1313 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1314 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1315 BOOL clipplane[MAX_CLIPPLANES];
1316 BOOL vertexDecl;
1317 BOOL pixelShader;
1318 BOOL pixelShaderConstantsB[MAX_CONST_B];
1319 BOOL pixelShaderConstantsI[MAX_CONST_I];
1320 BOOL *pixelShaderConstantsF;
1321 BOOL vertexShader;
1322 BOOL vertexShaderConstantsB[MAX_CONST_B];
1323 BOOL vertexShaderConstantsI[MAX_CONST_I];
1324 BOOL *vertexShaderConstantsF;
1325 BOOL scissorRect;
1326 } SAVEDSTATES;
1328 typedef struct {
1329 struct list entry;
1330 DWORD count;
1331 DWORD idx[13];
1332 } constants_entry;
1334 struct StageState {
1335 DWORD stage;
1336 DWORD state;
1339 struct IWineD3DStateBlockImpl
1341 /* IUnknown fields */
1342 const IWineD3DStateBlockVtbl *lpVtbl;
1343 LONG ref; /* Note: Ref counting not required */
1345 /* IWineD3DStateBlock information */
1346 IUnknown *parent;
1347 IWineD3DDeviceImpl *wineD3DDevice;
1348 WINED3DSTATEBLOCKTYPE blockType;
1350 /* Array indicating whether things have been set or changed */
1351 SAVEDSTATES changed;
1352 struct list set_vconstantsF;
1353 struct list set_pconstantsF;
1355 /* Drawing - Vertex Shader or FVF related */
1356 DWORD fvf;
1357 /* Vertex Shader Declaration */
1358 IWineD3DVertexDeclaration *vertexDecl;
1360 IWineD3DVertexShader *vertexShader;
1362 /* Vertex Shader Constants */
1363 BOOL vertexShaderConstantB[MAX_CONST_B];
1364 INT vertexShaderConstantI[MAX_CONST_I * 4];
1365 float *vertexShaderConstantF;
1367 /* Stream Source */
1368 BOOL streamIsUP;
1369 UINT streamStride[MAX_STREAMS];
1370 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1371 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1372 UINT streamFreq[MAX_STREAMS + 1];
1373 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1375 /* Indices */
1376 IWineD3DIndexBuffer* pIndexData;
1377 INT baseVertexIndex;
1378 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1380 /* Transform */
1381 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1383 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1384 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1385 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1386 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1387 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1389 /* Clipping */
1390 double clipplane[MAX_CLIPPLANES][4];
1391 WINED3DCLIPSTATUS clip_status;
1393 /* ViewPort */
1394 WINED3DVIEWPORT viewport;
1396 /* Material */
1397 WINED3DMATERIAL material;
1399 /* Pixel Shader */
1400 IWineD3DPixelShader *pixelShader;
1402 /* Pixel Shader Constants */
1403 BOOL pixelShaderConstantB[MAX_CONST_B];
1404 INT pixelShaderConstantI[MAX_CONST_I * 4];
1405 float *pixelShaderConstantF;
1407 /* RenderState */
1408 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1410 /* Texture */
1411 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1412 int textureDimensions[MAX_COMBINED_SAMPLERS];
1414 /* Texture State Stage */
1415 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1416 DWORD lowest_disabled_stage;
1417 /* Sampler States */
1418 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1420 /* Current GLSL Shader Program */
1421 struct glsl_shader_prog_link *glsl_program;
1423 /* Scissor test rectangle */
1424 RECT scissorRect;
1426 /* Contained state management */
1427 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1428 unsigned int num_contained_render_states;
1429 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1430 unsigned int num_contained_transform_states;
1431 DWORD contained_vs_consts_i[MAX_CONST_I];
1432 unsigned int num_contained_vs_consts_i;
1433 DWORD contained_vs_consts_b[MAX_CONST_B];
1434 unsigned int num_contained_vs_consts_b;
1435 DWORD *contained_vs_consts_f;
1436 unsigned int num_contained_vs_consts_f;
1437 DWORD contained_ps_consts_i[MAX_CONST_I];
1438 unsigned int num_contained_ps_consts_i;
1439 DWORD contained_ps_consts_b[MAX_CONST_B];
1440 unsigned int num_contained_ps_consts_b;
1441 DWORD *contained_ps_consts_f;
1442 unsigned int num_contained_ps_consts_f;
1443 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1444 unsigned int num_contained_tss_states;
1445 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1446 unsigned int num_contained_sampler_states;
1449 extern void stateblock_savedstates_set(
1450 IWineD3DStateBlock* iface,
1451 SAVEDSTATES* states,
1452 BOOL value);
1454 extern void stateblock_savedstates_copy(
1455 IWineD3DStateBlock* iface,
1456 SAVEDSTATES* dest,
1457 SAVEDSTATES* source);
1459 extern void stateblock_copy(
1460 IWineD3DStateBlock* destination,
1461 IWineD3DStateBlock* source);
1463 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1465 /* Direct3D terminology with little modifications. We do not have an issued state
1466 * because only the driver knows about it, but we have a created state because d3d
1467 * allows GetData on a created issue, but opengl doesn't
1469 enum query_state {
1470 QUERY_CREATED,
1471 QUERY_SIGNALLED,
1472 QUERY_BUILDING
1474 /*****************************************************************************
1475 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1477 typedef struct IWineD3DQueryImpl
1479 const IWineD3DQueryVtbl *lpVtbl;
1480 LONG ref; /* Note: Ref counting not required */
1482 IUnknown *parent;
1483 /*TODO: replace with iface usage */
1484 #if 0
1485 IWineD3DDevice *wineD3DDevice;
1486 #else
1487 IWineD3DDeviceImpl *wineD3DDevice;
1488 #endif
1490 /* IWineD3DQuery fields */
1491 enum query_state state;
1492 WINED3DQUERYTYPE type;
1493 /* TODO: Think about using a IUnknown instead of a void* */
1494 void *extendedData;
1497 } IWineD3DQueryImpl;
1499 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1501 /* Datastructures for IWineD3DQueryImpl.extendedData */
1502 typedef struct WineQueryOcclusionData {
1503 GLuint queryId;
1504 WineD3DContext *ctx;
1505 } WineQueryOcclusionData;
1507 typedef struct WineQueryEventData {
1508 GLuint fenceId;
1509 WineD3DContext *ctx;
1510 } WineQueryEventData;
1512 /*****************************************************************************
1513 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1516 typedef struct IWineD3DSwapChainImpl
1518 /*IUnknown part*/
1519 const IWineD3DSwapChainVtbl *lpVtbl;
1520 LONG ref; /* Note: Ref counting not required */
1522 IUnknown *parent;
1523 IWineD3DDeviceImpl *wineD3DDevice;
1525 /* IWineD3DSwapChain fields */
1526 IWineD3DSurface **backBuffer;
1527 IWineD3DSurface *frontBuffer;
1528 BOOL wantsDepthStencilBuffer;
1529 WINED3DPRESENT_PARAMETERS presentParms;
1530 DWORD orig_width, orig_height;
1531 WINED3DFORMAT orig_fmt;
1533 long prev_time, frames; /* Performance tracking */
1534 unsigned int vSyncCounter;
1536 WineD3DContext **context; /* Later a array for multithreading */
1537 unsigned int num_contexts;
1539 HWND win_handle;
1540 } IWineD3DSwapChainImpl;
1542 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1544 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1546 /*****************************************************************************
1547 * Utility function prototypes
1550 /* Trace routines */
1551 const char* debug_d3dformat(WINED3DFORMAT fmt);
1552 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1553 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1554 const char* debug_d3dusage(DWORD usage);
1555 const char* debug_d3dusagequery(DWORD usagequery);
1556 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1557 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1558 const char* debug_d3ddeclusage(BYTE usage);
1559 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1560 const char* debug_d3drenderstate(DWORD state);
1561 const char* debug_d3dsamplerstate(DWORD state);
1562 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1563 const char* debug_d3dtexturestate(DWORD state);
1564 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1565 const char* debug_d3dpool(WINED3DPOOL pool);
1566 const char *debug_fbostatus(GLenum status);
1567 const char *debug_glerror(GLenum error);
1568 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1569 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1571 /* Routines for GL <-> D3D values */
1572 GLenum StencilOp(DWORD op);
1573 GLenum CompareFunc(DWORD func);
1574 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1575 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1576 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1578 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1579 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1581 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1582 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1584 /* Math utils */
1585 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1586 unsigned int count_bits(unsigned int mask);
1588 /*****************************************************************************
1589 * To enable calling of inherited functions, requires prototypes
1591 * Note: Only require classes which are subclassed, ie resource, basetexture,
1593 /*** IUnknown methods ***/
1594 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1595 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1596 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1597 /*** IWineD3DResource methods ***/
1598 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1599 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1600 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1601 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1602 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1603 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1604 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1605 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1606 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1607 /*** class static members ***/
1608 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1610 /*** IUnknown methods ***/
1611 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1612 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1613 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1614 /*** IWineD3DResource methods ***/
1615 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1616 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1617 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1618 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1619 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1620 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1621 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1622 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1623 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1624 /*** IWineD3DBaseTexture methods ***/
1625 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1626 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1627 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1628 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1629 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1630 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1631 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1632 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1634 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1635 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1636 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1637 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1638 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1639 /*** class static members ***/
1640 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1642 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1644 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1645 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1646 * used if the user is using GLSL shaders. */
1647 struct glsl_shader_prog_link {
1648 struct list vshader_entry;
1649 struct list pshader_entry;
1650 GLhandleARB programId;
1651 GLhandleARB *vuniformF_locations;
1652 GLhandleARB *puniformF_locations;
1653 GLhandleARB vuniformI_locations[MAX_CONST_I];
1654 GLhandleARB puniformI_locations[MAX_CONST_I];
1655 GLhandleARB posFixup_location;
1656 GLhandleARB bumpenvmat_location;
1657 GLhandleARB luminancescale_location;
1658 GLhandleARB luminanceoffset_location;
1659 GLhandleARB srgb_comparison_location;
1660 GLhandleARB srgb_mul_low_location;
1661 GLhandleARB ycorrection_location;
1662 GLhandleARB vshader;
1663 GLhandleARB pshader;
1666 typedef struct {
1667 GLhandleARB vshader;
1668 GLhandleARB pshader;
1669 } glsl_program_key_t;
1671 /* TODO: Make this dynamic, based on shader limits ? */
1672 #define MAX_REG_ADDR 1
1673 #define MAX_REG_TEMP 32
1674 #define MAX_REG_TEXCRD 8
1675 #define MAX_REG_INPUT 12
1676 #define MAX_REG_OUTPUT 12
1677 #define MAX_CONST_I 16
1678 #define MAX_CONST_B 16
1680 /* FIXME: This needs to go up to 2048 for
1681 * Shader model 3 according to msdn (and for software shaders) */
1682 #define MAX_LABELS 16
1684 typedef struct semantic {
1685 DWORD usage;
1686 DWORD reg;
1687 } semantic;
1689 typedef struct local_constant {
1690 struct list entry;
1691 unsigned int idx;
1692 DWORD value[4];
1693 } local_constant;
1695 typedef struct shader_reg_maps {
1697 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1698 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1699 char address[MAX_REG_ADDR]; /* vertex */
1700 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1701 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1702 char attributes[MAX_ATTRIBS]; /* vertex */
1703 char labels[MAX_LABELS]; /* pixel, vertex */
1704 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1706 /* Sampler usage tokens
1707 * Use 0 as default (bit 31 is always 1 on a valid token) */
1708 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1709 char bumpmat, luminanceparams;
1710 char usesnrm, vpos, usesdsy;
1711 char usesrelconstF;
1713 /* Whether or not loops are used in this shader, and nesting depth */
1714 unsigned loop_depth;
1716 /* Whether or not this shader uses fog */
1717 char fog;
1719 } shader_reg_maps;
1721 #define SHADER_PGMSIZE 65535
1722 typedef struct SHADER_BUFFER {
1723 char* buffer;
1724 unsigned int bsize;
1725 unsigned int lineNo;
1726 BOOL newline;
1727 } SHADER_BUFFER;
1729 /* Undocumented opcode controls */
1730 #define INST_CONTROLS_SHIFT 16
1731 #define INST_CONTROLS_MASK 0x00ff0000
1733 typedef enum COMPARISON_TYPE {
1734 COMPARISON_GT = 1,
1735 COMPARISON_EQ = 2,
1736 COMPARISON_GE = 3,
1737 COMPARISON_LT = 4,
1738 COMPARISON_NE = 5,
1739 COMPARISON_LE = 6
1740 } COMPARISON_TYPE;
1742 typedef struct SHADER_OPCODE {
1743 unsigned int opcode;
1744 const char* name;
1745 const char* glname;
1746 char dst_token;
1747 CONST UINT num_params;
1748 SHADER_HANDLER hw_fct;
1749 SHADER_HANDLER hw_glsl_fct;
1750 DWORD min_version;
1751 DWORD max_version;
1752 } SHADER_OPCODE;
1754 typedef struct SHADER_OPCODE_ARG {
1755 IWineD3DBaseShader* shader;
1756 shader_reg_maps* reg_maps;
1757 CONST SHADER_OPCODE* opcode;
1758 DWORD opcode_token;
1759 DWORD dst;
1760 DWORD dst_addr;
1761 DWORD predicate;
1762 DWORD src[4];
1763 DWORD src_addr[4];
1764 SHADER_BUFFER* buffer;
1765 } SHADER_OPCODE_ARG;
1767 typedef struct SHADER_LIMITS {
1768 unsigned int temporary;
1769 unsigned int texcoord;
1770 unsigned int sampler;
1771 unsigned int constant_int;
1772 unsigned int constant_float;
1773 unsigned int constant_bool;
1774 unsigned int address;
1775 unsigned int packed_output;
1776 unsigned int packed_input;
1777 unsigned int attributes;
1778 unsigned int label;
1779 } SHADER_LIMITS;
1781 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1782 maintain state information between multiple codes */
1783 typedef struct SHADER_PARSE_STATE {
1784 unsigned int current_row;
1785 DWORD texcoord_w[2];
1786 } SHADER_PARSE_STATE;
1788 #ifdef __GNUC__
1789 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1790 #else
1791 #define PRINTF_ATTR(fmt,args)
1792 #endif
1794 /* Base Shader utility functions.
1795 * (may move callers into the same file in the future) */
1796 extern int shader_addline(
1797 SHADER_BUFFER* buffer,
1798 const char* fmt, ...) PRINTF_ATTR(2,3);
1800 extern const SHADER_OPCODE* shader_get_opcode(
1801 IWineD3DBaseShader *iface,
1802 const DWORD code);
1804 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1806 /* Vertex shader utility functions */
1807 extern BOOL vshader_get_input(
1808 IWineD3DVertexShader* iface,
1809 BYTE usage_req, BYTE usage_idx_req,
1810 unsigned int* regnum);
1812 extern BOOL vshader_input_is_color(
1813 IWineD3DVertexShader* iface,
1814 unsigned int regnum);
1816 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1818 /* ARB_[vertex/fragment]_program helper functions */
1819 extern void shader_arb_load_constants(
1820 IWineD3DDevice* device,
1821 char usePixelShader,
1822 char useVertexShader);
1824 /* ARB shader program Prototypes */
1825 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1827 /* ARB pixel shader prototypes */
1828 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1829 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1830 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1831 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1832 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1833 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1834 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1835 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1836 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1837 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1838 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1839 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1840 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1841 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1842 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1843 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1844 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1845 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1846 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1847 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1852 /* ARB vertex / pixel shader common prototypes */
1853 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1854 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1855 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1857 /* ARB vertex shader prototypes */
1858 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1859 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1861 /* GLSL helper functions */
1862 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1863 extern void shader_glsl_load_constants(
1864 IWineD3DDevice* device,
1865 char usePixelShader,
1866 char useVertexShader);
1868 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1869 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1870 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1871 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1872 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1873 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1874 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1875 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1876 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1877 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1878 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1879 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1880 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1881 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1882 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1883 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1884 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1885 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1886 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1887 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1888 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1889 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1890 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1891 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1892 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1893 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1894 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1895 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1896 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1897 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1898 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1899 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1900 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1901 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1902 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1904 /** GLSL Pixel Shader Prototypes */
1905 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1906 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1907 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1908 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1909 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1910 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1911 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1912 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1913 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1914 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1917 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1918 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1919 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1920 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1921 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1922 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1923 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1924 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1925 extern void pshader_glsl_input_pack(
1926 SHADER_BUFFER* buffer,
1927 semantic* semantics_out,
1928 IWineD3DPixelShader *iface);
1930 /*****************************************************************************
1931 * IDirect3DBaseShader implementation structure
1933 typedef struct IWineD3DBaseShaderClass
1935 LONG ref;
1936 DWORD hex_version;
1937 SHADER_LIMITS limits;
1938 SHADER_PARSE_STATE parse_state;
1939 CONST SHADER_OPCODE *shader_ins;
1940 DWORD *function;
1941 UINT functionLength;
1942 GLuint prgId;
1943 BOOL is_compiled;
1944 UINT cur_loop_depth, cur_loop_regno;
1945 BOOL load_local_constsF;
1947 /* Type of shader backend */
1948 int shader_mode;
1950 /* Programs this shader is linked with */
1951 struct list linked_programs;
1953 /* Immediate constants (override global ones) */
1954 struct list constantsB;
1955 struct list constantsF;
1956 struct list constantsI;
1957 shader_reg_maps reg_maps;
1959 /* Pixel formats of sampled textures, for format conversion. This
1960 * represents the formats found during compilation, it is not initialized
1961 * on the first parser pass. It is needed to check if the shader
1962 * needs recompilation to adjust the format conversion
1964 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1965 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1966 UINT num_sampled_samplers;
1968 UINT recompile_count;
1970 /* Pointer to the parent device */
1971 IWineD3DDevice *device;
1973 } IWineD3DBaseShaderClass;
1975 typedef struct IWineD3DBaseShaderImpl {
1976 /* IUnknown */
1977 const IWineD3DBaseShaderVtbl *lpVtbl;
1979 /* IWineD3DBaseShader */
1980 IWineD3DBaseShaderClass baseShader;
1981 } IWineD3DBaseShaderImpl;
1983 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1984 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1985 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1987 extern HRESULT shader_get_registers_used(
1988 IWineD3DBaseShader *iface,
1989 shader_reg_maps* reg_maps,
1990 semantic* semantics_in,
1991 semantic* semantics_out,
1992 CONST DWORD* pToken,
1993 IWineD3DStateBlockImpl *stateBlock);
1995 extern void shader_generate_glsl_declarations(
1996 IWineD3DBaseShader *iface,
1997 shader_reg_maps* reg_maps,
1998 SHADER_BUFFER* buffer,
1999 WineD3D_GL_Info* gl_info);
2001 extern void shader_generate_arb_declarations(
2002 IWineD3DBaseShader *iface,
2003 shader_reg_maps* reg_maps,
2004 SHADER_BUFFER* buffer,
2005 WineD3D_GL_Info* gl_info);
2007 extern void shader_generate_main(
2008 IWineD3DBaseShader *iface,
2009 SHADER_BUFFER* buffer,
2010 shader_reg_maps* reg_maps,
2011 CONST DWORD* pFunction);
2013 extern void shader_dump_ins_modifiers(
2014 const DWORD output);
2016 extern void shader_dump_param(
2017 IWineD3DBaseShader *iface,
2018 const DWORD param,
2019 const DWORD addr_token,
2020 int input);
2022 extern void shader_trace_init(
2023 IWineD3DBaseShader *iface,
2024 const DWORD* pFunction);
2026 extern int shader_get_param(
2027 IWineD3DBaseShader* iface,
2028 const DWORD* pToken,
2029 DWORD* param,
2030 DWORD* addr_token);
2032 extern int shader_skip_unrecognized(
2033 IWineD3DBaseShader* iface,
2034 const DWORD* pToken);
2036 extern void print_glsl_info_log(
2037 WineD3D_GL_Info *gl_info,
2038 GLhandleARB obj);
2040 static inline int shader_get_regtype(const DWORD param) {
2041 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2042 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2045 static inline int shader_get_writemask(const DWORD param) {
2046 return param & WINED3DSP_WRITEMASK_ALL;
2049 extern unsigned int shader_get_float_offset(const DWORD reg);
2051 static inline BOOL shader_is_pshader_version(DWORD token) {
2052 return 0xFFFF0000 == (token & 0xFFFF0000);
2055 static inline BOOL shader_is_vshader_version(DWORD token) {
2056 return 0xFFFE0000 == (token & 0xFFFF0000);
2059 static inline BOOL shader_is_comment(DWORD token) {
2060 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2063 /* TODO: vFace (ps_3_0) */
2064 static inline BOOL shader_is_scalar(DWORD param) {
2065 DWORD reg_type = shader_get_regtype(param);
2067 switch (reg_type) {
2068 case WINED3DSPR_RASTOUT:
2069 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2070 /* oFog & oPts */
2071 return TRUE;
2073 /* oPos */
2074 return FALSE;
2076 case WINED3DSPR_DEPTHOUT: /* oDepth */
2077 case WINED3DSPR_CONSTBOOL: /* b# */
2078 case WINED3DSPR_LOOP: /* aL */
2079 case WINED3DSPR_PREDICATE: /* p0 */
2080 return TRUE;
2082 default:
2083 return FALSE;
2087 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2088 * so upload them above that
2090 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2091 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2093 /*****************************************************************************
2094 * IDirect3DVertexShader implementation structure
2096 typedef struct IWineD3DVertexShaderImpl {
2097 /* IUnknown parts*/
2098 const IWineD3DVertexShaderVtbl *lpVtbl;
2100 /* IWineD3DBaseShader */
2101 IWineD3DBaseShaderClass baseShader;
2103 /* IWineD3DVertexShaderImpl */
2104 IUnknown *parent;
2106 DWORD usage;
2108 /* Vertex shader input and output semantics */
2109 semantic semantics_in [MAX_ATTRIBS];
2110 semantic semantics_out [MAX_REG_OUTPUT];
2112 /* Ordered array of attributes that are swizzled */
2113 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2114 UINT num_swizzled_attribs;
2116 /* run time datas... */
2117 VSHADERDATA *data;
2118 UINT min_rel_offset, max_rel_offset;
2119 UINT rel_offset;
2121 UINT recompile_count;
2122 #if 0 /* needs reworking */
2123 /* run time datas */
2124 VSHADERINPUTDATA input;
2125 VSHADEROUTPUTDATA output;
2126 #endif
2127 } IWineD3DVertexShaderImpl;
2128 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2129 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2131 /*****************************************************************************
2132 * IDirect3DPixelShader implementation structure
2135 enum vertexprocessing_mode {
2136 fixedfunction,
2137 vertexshader,
2138 pretransformed
2141 typedef struct IWineD3DPixelShaderImpl {
2142 /* IUnknown parts */
2143 const IWineD3DPixelShaderVtbl *lpVtbl;
2145 /* IWineD3DBaseShader */
2146 IWineD3DBaseShaderClass baseShader;
2148 /* IWineD3DPixelShaderImpl */
2149 IUnknown *parent;
2151 /* Pixel shader input semantics */
2152 semantic semantics_in [MAX_REG_INPUT];
2153 DWORD input_reg_map[MAX_REG_INPUT];
2154 BOOL input_reg_used[MAX_REG_INPUT];
2156 /* run time data */
2157 PSHADERDATA *data;
2159 /* Some information about the shader behavior */
2160 char needsbumpmat;
2161 UINT bumpenvmatconst;
2162 UINT luminanceconst;
2163 char srgb_enabled;
2164 char srgb_mode_hardcoded;
2165 UINT srgb_low_const;
2166 UINT srgb_cmp_const;
2167 char vpos_uniform;
2168 BOOL render_offscreen;
2169 UINT height;
2170 enum vertexprocessing_mode vertexprocessing;
2172 #if 0 /* needs reworking */
2173 PSHADERINPUTDATA input;
2174 PSHADEROUTPUTDATA output;
2175 #endif
2176 } IWineD3DPixelShaderImpl;
2178 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2179 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2181 /* sRGB correction constants */
2182 static const float srgb_cmp = 0.0031308;
2183 static const float srgb_mul_low = 12.92;
2184 static const float srgb_pow = 0.41666;
2185 static const float srgb_mul_high = 1.055;
2186 static const float srgb_sub_high = 0.055;
2188 /*****************************************************************************
2189 * IWineD3DPalette implementation structure
2191 struct IWineD3DPaletteImpl {
2192 /* IUnknown parts */
2193 const IWineD3DPaletteVtbl *lpVtbl;
2194 LONG ref;
2196 IUnknown *parent;
2197 IWineD3DDeviceImpl *wineD3DDevice;
2199 /* IWineD3DPalette */
2200 HPALETTE hpal;
2201 WORD palVersion; /*| */
2202 WORD palNumEntries; /*| LOGPALETTE */
2203 PALETTEENTRY palents[256]; /*| */
2204 /* This is to store the palette in 'screen format' */
2205 int screen_palents[256];
2206 DWORD Flags;
2209 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2210 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2212 /* DirectDraw utility functions */
2213 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2215 /*****************************************************************************
2216 * Pixel format management
2218 typedef struct {
2219 WINED3DFORMAT format;
2220 DWORD alphaMask, redMask, greenMask, blueMask;
2221 UINT bpp;
2222 short depthSize, stencilSize;
2223 BOOL isFourcc;
2224 } StaticPixelFormatDesc;
2226 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2227 WineD3D_GL_Info *gl_info,
2228 const GlPixelFormatDesc **glDesc);
2230 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2231 return (device->vs_selected_mode != SHADER_NONE
2232 && device->stateBlock->vertexShader
2233 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2234 && !device->strided_streams.u.s.position_transformed);
2237 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2238 return (device->ps_selected_mode != SHADER_NONE
2239 && device->stateBlock->pixelShader
2240 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2243 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2244 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2246 #endif