wined3d: Control the onscreen depth stencil format in the swapchain.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
bloba812114344ed5e404e47aa4206375165149f3351
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
61 CHANNEL_SOURCE_X = 2,
62 CHANNEL_SOURCE_Y = 3,
63 CHANNEL_SOURCE_Z = 4,
64 CHANNEL_SOURCE_W = 5,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
69 enum complex_fixup
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
75 COMPLEX_FIXUP_P8 = 4,
78 #include <pshpack2.h>
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
90 #include <poppack.h>
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
101 sign0, src0,
102 sign1, src1,
103 sign2, src2,
104 sign3, src3,
106 return fixup;
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 return fixup;
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
145 /* Device caps */
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
155 struct min_lookup
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
193 if(e == 0) {
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
196 } else if(e < 31) {
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
198 } else {
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
210 if (e == 0)
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
215 else if (e < 15)
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
219 else
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
227 * Settings
229 #define VS_NONE 0
230 #define VS_HW 1
232 #define PS_NONE 0
233 #define PS_HW 1
235 #define VBO_NONE 0
236 #define VBO_HW 1
238 #define ORM_BACKBUFFER 0
239 #define ORM_FBO 1
241 #define SHADER_ARB 1
242 #define SHADER_GLSL 2
243 #define SHADER_ATI 3
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
257 int vs_mode;
258 int ps_mode;
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
262 BOOL glslRequested;
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 } wined3d_settings_t;
273 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
275 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
277 WINED3DSTT_UNKNOWN = 0,
278 WINED3DSTT_1D = 1,
279 WINED3DSTT_2D = 2,
280 WINED3DSTT_CUBE = 3,
281 WINED3DSTT_VOLUME = 4,
282 } WINED3DSAMPLER_TEXTURE_TYPE;
284 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
286 WINED3DSPR_TEMP = 0,
287 WINED3DSPR_INPUT = 1,
288 WINED3DSPR_CONST = 2,
289 WINED3DSPR_ADDR = 3,
290 WINED3DSPR_TEXTURE = 3,
291 WINED3DSPR_RASTOUT = 4,
292 WINED3DSPR_ATTROUT = 5,
293 WINED3DSPR_TEXCRDOUT = 6,
294 WINED3DSPR_OUTPUT = 6,
295 WINED3DSPR_CONSTINT = 7,
296 WINED3DSPR_COLOROUT = 8,
297 WINED3DSPR_DEPTHOUT = 9,
298 WINED3DSPR_SAMPLER = 10,
299 WINED3DSPR_CONST2 = 11,
300 WINED3DSPR_CONST3 = 12,
301 WINED3DSPR_CONST4 = 13,
302 WINED3DSPR_CONSTBOOL = 14,
303 WINED3DSPR_LOOP = 15,
304 WINED3DSPR_TEMPFLOAT16 = 16,
305 WINED3DSPR_MISCTYPE = 17,
306 WINED3DSPR_LABEL = 18,
307 WINED3DSPR_PREDICATE = 19,
308 WINED3DSPR_IMMCONST,
309 WINED3DSPR_CONSTBUFFER,
310 } WINED3DSHADER_PARAM_REGISTER_TYPE;
312 enum wined3d_immconst_type
314 WINED3D_IMMCONST_FLOAT,
315 WINED3D_IMMCONST_FLOAT4,
318 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
320 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
322 WINED3DSPSM_NONE = 0,
323 WINED3DSPSM_NEG = 1,
324 WINED3DSPSM_BIAS = 2,
325 WINED3DSPSM_BIASNEG = 3,
326 WINED3DSPSM_SIGN = 4,
327 WINED3DSPSM_SIGNNEG = 5,
328 WINED3DSPSM_COMP = 6,
329 WINED3DSPSM_X2 = 7,
330 WINED3DSPSM_X2NEG = 8,
331 WINED3DSPSM_DZ = 9,
332 WINED3DSPSM_DW = 10,
333 WINED3DSPSM_ABS = 11,
334 WINED3DSPSM_ABSNEG = 12,
335 WINED3DSPSM_NOT = 13,
336 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
338 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
339 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
340 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
341 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
342 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
344 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
346 WINED3DSPDM_NONE = 0,
347 WINED3DSPDM_SATURATE = 1,
348 WINED3DSPDM_PARTIALPRECISION = 2,
349 WINED3DSPDM_MSAMPCENTROID = 4,
350 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
352 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
353 #define WINED3DSI_TEXLD_PROJECT 1
354 #define WINED3DSI_TEXLD_BIAS 2
356 typedef enum COMPARISON_TYPE
358 COMPARISON_GT = 1,
359 COMPARISON_EQ = 2,
360 COMPARISON_GE = 3,
361 COMPARISON_LT = 4,
362 COMPARISON_NE = 5,
363 COMPARISON_LE = 6,
364 } COMPARISON_TYPE;
366 #define WINED3D_SM1_VS 0xfffe
367 #define WINED3D_SM1_PS 0xffff
368 #define WINED3D_SM4_PS 0x0000
369 #define WINED3D_SM4_VS 0x0001
370 #define WINED3D_SM4_GS 0x0002
372 /* Shader version tokens, and shader end tokens */
373 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
374 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
376 /* Shader backends */
378 /* TODO: Make this dynamic, based on shader limits ? */
379 #define MAX_ATTRIBS 16
380 #define MAX_REG_ADDR 1
381 #define MAX_REG_TEMP 32
382 #define MAX_REG_TEXCRD 8
383 #define MAX_REG_INPUT 12
384 #define MAX_REG_OUTPUT 12
385 #define MAX_CONST_I 16
386 #define MAX_CONST_B 16
388 /* FIXME: This needs to go up to 2048 for
389 * Shader model 3 according to msdn (and for software shaders) */
390 #define MAX_LABELS 16
392 #define SHADER_PGMSIZE 65535
394 struct wined3d_shader_buffer
396 char *buffer;
397 unsigned int bsize;
398 unsigned int lineNo;
399 BOOL newline;
402 enum WINED3D_SHADER_INSTRUCTION_HANDLER
404 WINED3DSIH_ABS,
405 WINED3DSIH_ADD,
406 WINED3DSIH_BEM,
407 WINED3DSIH_BREAK,
408 WINED3DSIH_BREAKC,
409 WINED3DSIH_BREAKP,
410 WINED3DSIH_CALL,
411 WINED3DSIH_CALLNZ,
412 WINED3DSIH_CMP,
413 WINED3DSIH_CND,
414 WINED3DSIH_CRS,
415 WINED3DSIH_CUT,
416 WINED3DSIH_DCL,
417 WINED3DSIH_DEF,
418 WINED3DSIH_DEFB,
419 WINED3DSIH_DEFI,
420 WINED3DSIH_DP2ADD,
421 WINED3DSIH_DP3,
422 WINED3DSIH_DP4,
423 WINED3DSIH_DST,
424 WINED3DSIH_DSX,
425 WINED3DSIH_DSY,
426 WINED3DSIH_ELSE,
427 WINED3DSIH_EMIT,
428 WINED3DSIH_ENDIF,
429 WINED3DSIH_ENDLOOP,
430 WINED3DSIH_ENDREP,
431 WINED3DSIH_EXP,
432 WINED3DSIH_EXPP,
433 WINED3DSIH_FRC,
434 WINED3DSIH_IADD,
435 WINED3DSIH_IF,
436 WINED3DSIH_IFC,
437 WINED3DSIH_IGE,
438 WINED3DSIH_LABEL,
439 WINED3DSIH_LIT,
440 WINED3DSIH_LOG,
441 WINED3DSIH_LOGP,
442 WINED3DSIH_LOOP,
443 WINED3DSIH_LRP,
444 WINED3DSIH_LT,
445 WINED3DSIH_M3x2,
446 WINED3DSIH_M3x3,
447 WINED3DSIH_M3x4,
448 WINED3DSIH_M4x3,
449 WINED3DSIH_M4x4,
450 WINED3DSIH_MAD,
451 WINED3DSIH_MAX,
452 WINED3DSIH_MIN,
453 WINED3DSIH_MOV,
454 WINED3DSIH_MOVA,
455 WINED3DSIH_MUL,
456 WINED3DSIH_NOP,
457 WINED3DSIH_NRM,
458 WINED3DSIH_PHASE,
459 WINED3DSIH_POW,
460 WINED3DSIH_RCP,
461 WINED3DSIH_REP,
462 WINED3DSIH_RET,
463 WINED3DSIH_RSQ,
464 WINED3DSIH_SETP,
465 WINED3DSIH_SGE,
466 WINED3DSIH_SGN,
467 WINED3DSIH_SINCOS,
468 WINED3DSIH_SLT,
469 WINED3DSIH_SUB,
470 WINED3DSIH_TEX,
471 WINED3DSIH_TEXBEM,
472 WINED3DSIH_TEXBEML,
473 WINED3DSIH_TEXCOORD,
474 WINED3DSIH_TEXDEPTH,
475 WINED3DSIH_TEXDP3,
476 WINED3DSIH_TEXDP3TEX,
477 WINED3DSIH_TEXKILL,
478 WINED3DSIH_TEXLDD,
479 WINED3DSIH_TEXLDL,
480 WINED3DSIH_TEXM3x2DEPTH,
481 WINED3DSIH_TEXM3x2PAD,
482 WINED3DSIH_TEXM3x2TEX,
483 WINED3DSIH_TEXM3x3,
484 WINED3DSIH_TEXM3x3DIFF,
485 WINED3DSIH_TEXM3x3PAD,
486 WINED3DSIH_TEXM3x3SPEC,
487 WINED3DSIH_TEXM3x3TEX,
488 WINED3DSIH_TEXM3x3VSPEC,
489 WINED3DSIH_TEXREG2AR,
490 WINED3DSIH_TEXREG2GB,
491 WINED3DSIH_TEXREG2RGB,
492 WINED3DSIH_TABLE_SIZE
495 enum wined3d_shader_type
497 WINED3D_SHADER_TYPE_PIXEL,
498 WINED3D_SHADER_TYPE_VERTEX,
499 WINED3D_SHADER_TYPE_GEOMETRY,
502 struct wined3d_shader_version
504 enum wined3d_shader_type type;
505 BYTE major;
506 BYTE minor;
509 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
511 typedef struct shader_reg_maps
513 struct wined3d_shader_version shader_version;
514 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
515 BYTE address; /* MAX_REG_ADDR, 1 */
516 WORD labels; /* MAX_LABELS, 16 */
517 DWORD temporary; /* MAX_REG_TEMP, 32 */
518 DWORD *constf; /* pixel, vertex */
519 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
520 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
521 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
522 WORD integer_constants; /* MAX_CONST_I, 16 */
523 WORD boolean_constants; /* MAX_CONST_B, 16 */
524 WORD local_int_consts; /* MAX_CONST_I, 16 */
525 WORD local_bool_consts; /* MAX_CONST_B, 16 */
527 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
528 BYTE bumpmat; /* MAX_TEXTURES, 8 */
529 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
531 WORD usesnrm : 1;
532 WORD vpos : 1;
533 WORD usesdsx : 1;
534 WORD usesdsy : 1;
535 WORD usestexldd : 1;
536 WORD usesmova : 1;
537 WORD usesfacing : 1;
538 WORD usesrelconstF : 1;
539 WORD fog : 1;
540 WORD usestexldl : 1;
541 WORD usesifc : 1;
542 WORD usescall : 1;
543 WORD padding : 4;
545 /* Whether or not loops are used in this shader, and nesting depth */
546 unsigned loop_depth;
547 unsigned highest_render_target;
549 } shader_reg_maps;
551 struct wined3d_shader_context
553 IWineD3DBaseShader *shader;
554 const struct wined3d_gl_info *gl_info;
555 const struct shader_reg_maps *reg_maps;
556 struct wined3d_shader_buffer *buffer;
557 void *backend_data;
560 struct wined3d_shader_register
562 WINED3DSHADER_PARAM_REGISTER_TYPE type;
563 UINT idx;
564 UINT array_idx;
565 const struct wined3d_shader_src_param *rel_addr;
566 enum wined3d_immconst_type immconst_type;
567 DWORD immconst_data[4];
570 struct wined3d_shader_dst_param
572 struct wined3d_shader_register reg;
573 DWORD write_mask;
574 DWORD modifiers;
575 DWORD shift;
578 struct wined3d_shader_src_param
580 struct wined3d_shader_register reg;
581 DWORD swizzle;
582 DWORD modifiers;
585 struct wined3d_shader_instruction
587 const struct wined3d_shader_context *ctx;
588 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
589 DWORD flags;
590 BOOL coissue;
591 DWORD predicate;
592 UINT dst_count;
593 const struct wined3d_shader_dst_param *dst;
594 UINT src_count;
595 const struct wined3d_shader_src_param *src;
598 struct wined3d_shader_semantic
600 WINED3DDECLUSAGE usage;
601 UINT usage_idx;
602 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
603 struct wined3d_shader_dst_param reg;
606 struct wined3d_shader_attribute
608 WINED3DDECLUSAGE usage;
609 UINT usage_idx;
612 struct wined3d_shader_loop_control
614 unsigned int count;
615 unsigned int start;
616 int step;
619 struct wined3d_shader_frontend
621 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
622 void (*shader_free)(void *data);
623 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
624 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
625 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
626 struct wined3d_shader_src_param *src_rel_addr);
627 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
628 struct wined3d_shader_src_param *dst_rel_addr);
629 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
630 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
631 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
634 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
635 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
637 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
639 struct shader_caps {
640 DWORD VertexShaderVersion;
641 DWORD MaxVertexShaderConst;
643 DWORD PixelShaderVersion;
644 float PixelShader1xMaxValue;
645 DWORD MaxPixelShaderConst;
647 WINED3DVSHADERCAPS2_0 VS20Caps;
648 WINED3DPSHADERCAPS2_0 PS20Caps;
650 DWORD MaxVShaderInstructionsExecuted;
651 DWORD MaxPShaderInstructionsExecuted;
652 DWORD MaxVertexShader30InstructionSlots;
653 DWORD MaxPixelShader30InstructionSlots;
655 BOOL VSClipping;
658 enum tex_types
660 tex_1d = 0,
661 tex_2d = 1,
662 tex_3d = 2,
663 tex_cube = 3,
664 tex_rect = 4,
665 tex_type_count = 5,
668 enum vertexprocessing_mode {
669 fixedfunction,
670 vertexshader,
671 pretransformed
674 #define WINED3D_CONST_NUM_UNUSED ~0U
676 enum fogmode {
677 FOG_OFF,
678 FOG_LINEAR,
679 FOG_EXP,
680 FOG_EXP2
683 /* Stateblock dependent parameters which have to be hardcoded
684 * into the shader code
686 struct ps_compile_args {
687 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
688 enum vertexprocessing_mode vp_mode;
689 enum fogmode fog;
690 /* Projected textures(ps 1.0-1.3) */
691 /* Texture types(2D, Cube, 3D) in ps 1.x */
692 BOOL srgb_correction;
693 WORD np2_fixup;
694 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
695 D3D9 has a limit of 16 samplers and the fixup is superfluous
696 in D3D10 (unconditional NP2 support mandatory). */
699 enum fog_src_type {
700 VS_FOG_Z = 0,
701 VS_FOG_COORD = 1
704 struct vs_compile_args {
705 BYTE fog_src;
706 BYTE clip_enabled;
707 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
710 struct wined3d_context;
712 typedef struct {
713 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
714 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
715 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
716 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
717 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
718 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
719 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
720 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
721 void (*shader_destroy)(IWineD3DBaseShader *iface);
722 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
723 void (*shader_free_private)(IWineD3DDevice *iface);
724 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
725 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
726 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
727 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
728 } shader_backend_t;
730 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
731 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
732 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
734 /* X11 locking */
736 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
737 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
739 /* As GLX relies on X, this is needed */
740 extern int num_lock DECLSPEC_HIDDEN;
742 #if 0
743 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
744 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
745 #else
746 #define ENTER_GL() wine_tsx11_lock_ptr()
747 #define LEAVE_GL() wine_tsx11_unlock_ptr()
748 #endif
750 /*****************************************************************************
751 * Defines
754 /* GL related defines */
755 /* ------------------ */
756 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
758 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
759 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
760 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
761 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
763 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
764 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
765 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
766 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
768 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
769 (vec)[0] = D3DCOLOR_R(dw); \
770 (vec)[1] = D3DCOLOR_G(dw); \
771 (vec)[2] = D3DCOLOR_B(dw); \
772 (vec)[3] = D3DCOLOR_A(dw); \
773 } while(0)
775 /* DirectX Device Limits */
776 /* --------------------- */
777 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
778 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
780 /* Checking of API calls */
781 /* --------------------- */
782 #ifndef WINE_NO_DEBUG_MSGS
783 #define checkGLcall(A) \
784 do { \
785 GLint err; \
786 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
787 err = glGetError(); \
788 if (err == GL_NO_ERROR) { \
789 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
791 } else do { \
792 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
793 debug_glerror(err), err, A, __FILE__, __LINE__); \
794 err = glGetError(); \
795 } while (err != GL_NO_ERROR); \
796 } while(0)
797 #else
798 #define checkGLcall(A) do {} while(0)
799 #endif
801 /* Trace routines / diagnostics */
802 /* ---------------------------- */
804 /* Dump out a matrix and copy it */
805 #define conv_mat(mat,gl_mat) \
806 do { \
807 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
808 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
809 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
810 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
811 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
812 } while (0)
814 /* Trace vector and strided data information */
815 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
816 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
817 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
818 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
820 /* Advance declaration of structures to satisfy compiler */
821 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
822 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
823 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
824 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
825 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
827 /* Global variables */
828 extern const float identity[16] DECLSPEC_HIDDEN;
830 /*****************************************************************************
831 * Compilable extra diagnostics
834 /* TODO: Confirm each of these works when wined3d move completed */
835 #if 0 /* NOTE: Must be 0 in cvs */
836 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
837 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
838 is enabled, and if it doesn't exist it is disabled. */
839 # define FRAME_DEBUGGING
840 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
841 the file is deleted */
842 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
843 # define SINGLE_FRAME_DEBUGGING
844 # endif
845 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
846 It can only be enabled when FRAME_DEBUGGING is also enabled
847 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
848 array is drawn. */
849 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
850 # define SHOW_FRAME_MAKEUP 1
851 # endif
852 /* The following, when enabled, lets you see the makeup of the all the textures used during each
853 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
854 The contents of the textures assigned to each stage are written into
855 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
856 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
857 # define SHOW_TEXTURE_MAKEUP 0
858 # endif
859 extern BOOL isOn;
860 extern BOOL isDumpingFrames;
861 extern LONG primCounter;
862 #endif
864 enum wined3d_ffp_idx
866 WINED3D_FFP_POSITION = 0,
867 WINED3D_FFP_BLENDWEIGHT = 1,
868 WINED3D_FFP_BLENDINDICES = 2,
869 WINED3D_FFP_NORMAL = 3,
870 WINED3D_FFP_PSIZE = 4,
871 WINED3D_FFP_DIFFUSE = 5,
872 WINED3D_FFP_SPECULAR = 6,
873 WINED3D_FFP_TEXCOORD0 = 7,
874 WINED3D_FFP_TEXCOORD1 = 8,
875 WINED3D_FFP_TEXCOORD2 = 9,
876 WINED3D_FFP_TEXCOORD3 = 10,
877 WINED3D_FFP_TEXCOORD4 = 11,
878 WINED3D_FFP_TEXCOORD5 = 12,
879 WINED3D_FFP_TEXCOORD6 = 13,
880 WINED3D_FFP_TEXCOORD7 = 14,
883 enum wined3d_ffp_emit_idx
885 WINED3D_FFP_EMIT_FLOAT1 = 0,
886 WINED3D_FFP_EMIT_FLOAT2 = 1,
887 WINED3D_FFP_EMIT_FLOAT3 = 2,
888 WINED3D_FFP_EMIT_FLOAT4 = 3,
889 WINED3D_FFP_EMIT_D3DCOLOR = 4,
890 WINED3D_FFP_EMIT_UBYTE4 = 5,
891 WINED3D_FFP_EMIT_SHORT2 = 6,
892 WINED3D_FFP_EMIT_SHORT4 = 7,
893 WINED3D_FFP_EMIT_UBYTE4N = 8,
894 WINED3D_FFP_EMIT_SHORT2N = 9,
895 WINED3D_FFP_EMIT_SHORT4N = 10,
896 WINED3D_FFP_EMIT_USHORT2N = 11,
897 WINED3D_FFP_EMIT_USHORT4N = 12,
898 WINED3D_FFP_EMIT_UDEC3 = 13,
899 WINED3D_FFP_EMIT_DEC3N = 14,
900 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
901 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
902 WINED3D_FFP_EMIT_COUNT = 17
905 struct wined3d_stream_info_element
907 const struct wined3d_format_desc *format_desc;
908 GLsizei stride;
909 const BYTE *data;
910 UINT stream_idx;
911 GLuint buffer_object;
914 struct wined3d_stream_info
916 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
917 BOOL position_transformed;
918 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
919 WORD use_map; /* MAX_ATTRIBS, 16 */
922 /*****************************************************************************
923 * Prototypes
926 /* Routine common to the draw primitive and draw indexed primitive routines */
927 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
928 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
929 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
931 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
932 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
933 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
936 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 #define eps 1e-8
942 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
943 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
945 /* Routines and structures related to state management */
947 #define STATE_RENDER(a) (a)
948 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
950 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
951 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
953 /* + 1 because samplers start with 0 */
954 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
955 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
957 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
958 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
960 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
961 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
963 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
964 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
965 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
966 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
968 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
969 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
971 #define STATE_VSHADER (STATE_VDECL + 1)
972 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
974 #define STATE_VIEWPORT (STATE_VSHADER + 1)
975 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
977 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
978 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
979 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
980 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
982 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
983 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
985 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
986 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
988 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
989 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
991 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
992 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
994 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
995 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
997 #define STATE_HIGHEST (STATE_FRONTFACE)
999 enum fogsource {
1000 FOGSOURCE_FFP,
1001 FOGSOURCE_VS,
1002 FOGSOURCE_COORD,
1005 #define WINED3D_MAX_FBO_ENTRIES 64
1007 struct wined3d_occlusion_query
1009 struct list entry;
1010 GLuint id;
1011 struct wined3d_context *context;
1014 union wined3d_gl_query_object
1016 GLuint id;
1017 GLsync sync;
1020 struct wined3d_event_query
1022 struct list entry;
1023 union wined3d_gl_query_object object;
1024 struct wined3d_context *context;
1027 enum wined3d_event_query_result
1029 WINED3D_EVENT_QUERY_OK,
1030 WINED3D_EVENT_QUERY_WAITING,
1031 WINED3D_EVENT_QUERY_NOT_STARTED,
1032 WINED3D_EVENT_QUERY_WRONG_THREAD,
1033 WINED3D_EVENT_QUERY_ERROR
1036 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1037 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1038 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1039 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1040 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1042 struct wined3d_context
1044 const struct wined3d_gl_info *gl_info;
1045 /* State dirtification
1046 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1047 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1048 * 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
1049 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1051 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1052 DWORD numDirtyEntries;
1053 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1055 IWineD3DSwapChainImpl *swapchain;
1056 IWineD3DSurface *current_rt;
1057 DWORD tid; /* Thread ID which owns this context at the moment */
1059 /* Stores some information about the context state for optimization */
1060 WORD render_offscreen : 1;
1061 WORD draw_buffer_dirty : 1;
1062 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1063 WORD last_was_pshader : 1;
1064 WORD last_was_vshader : 1;
1065 WORD namedArraysLoaded : 1;
1066 WORD numberedArraysLoaded : 1;
1067 WORD last_was_blit : 1;
1068 WORD last_was_ckey : 1;
1069 WORD fog_coord : 1;
1070 WORD fog_enabled : 1;
1071 WORD num_untracked_materials : 2; /* Max value 2 */
1072 WORD current : 1;
1073 WORD destroyed : 1;
1074 WORD valid : 1;
1075 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1076 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1077 DWORD numbered_array_mask;
1078 GLenum tracking_parm; /* Which source is tracking current colour */
1079 GLenum untracked_materials[2];
1080 UINT blit_w, blit_h;
1081 enum fogsource fog_source;
1083 char *vshader_const_dirty, *pshader_const_dirty;
1085 /* The actual opengl context */
1086 UINT level;
1087 HGLRC restore_ctx;
1088 HDC restore_dc;
1089 HGLRC glCtx;
1090 HWND win_handle;
1091 HDC hdc;
1092 int pixel_format;
1093 GLint aux_buffers;
1095 /* FBOs */
1096 UINT fbo_entry_count;
1097 struct list fbo_list;
1098 struct list fbo_destroy_list;
1099 struct fbo_entry *current_fbo;
1100 GLuint src_fbo;
1101 GLuint dst_fbo;
1102 GLuint fbo_read_binding;
1103 GLuint fbo_draw_binding;
1104 BOOL rebind_fbo;
1106 /* Queries */
1107 GLuint *free_occlusion_queries;
1108 UINT free_occlusion_query_size;
1109 UINT free_occlusion_query_count;
1110 struct list occlusion_queries;
1112 union wined3d_gl_query_object *free_event_queries;
1113 UINT free_event_query_size;
1114 UINT free_event_query_count;
1115 struct list event_queries;
1117 /* Extension emulation */
1118 GLint gl_fog_source;
1119 GLfloat fog_coord_value;
1120 GLfloat color[4], fogstart, fogend, fogcolor[4];
1121 GLuint dummy_arbfp_prog;
1124 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1126 struct StateEntry
1128 DWORD representative;
1129 APPLYSTATEFUNC apply;
1132 struct StateEntryTemplate
1134 DWORD state;
1135 struct StateEntry content;
1136 GL_SupportedExt extension;
1139 struct fragment_caps
1141 DWORD PrimitiveMiscCaps;
1142 DWORD TextureOpCaps;
1143 DWORD MaxTextureBlendStages;
1144 DWORD MaxSimultaneousTextures;
1147 struct fragment_pipeline
1149 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1150 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1151 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1152 void (*free_private)(IWineD3DDevice *iface);
1153 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1154 const struct StateEntryTemplate *states;
1155 BOOL ffp_proj_control;
1158 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1159 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1160 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1161 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1162 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1163 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1164 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1166 /* "Base" state table */
1167 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1168 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1169 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1171 /* Shaders for color conversions in blits */
1172 struct blit_shader
1174 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1175 void (*free_private)(IWineD3DDevice *iface);
1176 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct wined3d_format_desc *format_desc,
1177 GLenum textype, UINT width, UINT height);
1178 void (*unset_shader)(IWineD3DDevice *iface);
1179 BOOL (*color_fixup_supported)(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup);
1180 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1183 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1184 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1185 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1187 typedef enum ContextUsage {
1188 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1189 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1190 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1191 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1192 } ContextUsage;
1194 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1195 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1196 void context_alloc_event_query(struct wined3d_context *context,
1197 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1198 void context_alloc_occlusion_query(struct wined3d_context *context,
1199 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1200 void context_resource_released(IWineD3DDevice *iface,
1201 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1202 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1203 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1204 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1205 void context_attach_surface_fbo(const struct wined3d_context *context,
1206 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1207 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1208 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1209 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1210 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1211 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1212 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1213 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1214 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1215 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1216 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1217 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1218 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1220 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1221 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1223 /* Macros for doing basic GPU detection based on opengl capabilities */
1224 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1225 #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])
1226 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1227 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1229 /*****************************************************************************
1230 * Internal representation of a light
1232 struct wined3d_light_info
1234 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1235 DWORD OriginalIndex;
1236 LONG glIndex;
1237 BOOL enabled;
1239 /* Converted parms to speed up swapping lights */
1240 float lightPosn[4];
1241 float lightDirn[4];
1242 float exponent;
1243 float cutoff;
1245 struct list entry;
1248 /* The default light parameters */
1249 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1251 typedef struct WineD3D_PixelFormat
1253 int iPixelFormat; /* WGL pixel format */
1254 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1255 int redSize, greenSize, blueSize, alphaSize, colorSize;
1256 int depthSize, stencilSize;
1257 BOOL windowDrawable;
1258 BOOL doubleBuffer;
1259 int auxBuffers;
1260 int numSamples;
1261 } WineD3D_PixelFormat;
1263 enum wined3d_gl_vendor
1265 GL_VENDOR_WINE,
1266 GL_VENDOR_APPLE,
1267 GL_VENDOR_ATI,
1268 GL_VENDOR_INTEL,
1269 GL_VENDOR_MESA,
1270 GL_VENDOR_NVIDIA,
1274 enum wined3d_pci_vendor
1276 HW_VENDOR_WINE = 0x0000,
1277 HW_VENDOR_ATI = 0x1002,
1278 HW_VENDOR_NVIDIA = 0x10de,
1279 HW_VENDOR_INTEL = 0x8086,
1282 enum wined3d_pci_device
1284 CARD_WINE = 0x0000,
1286 CARD_ATI_RAGE_128PRO = 0x5246,
1287 CARD_ATI_RADEON_7200 = 0x5144,
1288 CARD_ATI_RADEON_8500 = 0x514c,
1289 CARD_ATI_RADEON_9500 = 0x4144,
1290 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1291 CARD_ATI_RADEON_X700 = 0x5e4c,
1292 CARD_ATI_RADEON_X1600 = 0x71c2,
1293 CARD_ATI_RADEON_HD2300 = 0x7210,
1294 CARD_ATI_RADEON_HD2600 = 0x9581,
1295 CARD_ATI_RADEON_HD2900 = 0x9400,
1296 CARD_ATI_RADEON_HD3200 = 0x9620,
1297 CARD_ATI_RADEON_HD4350 = 0x954f,
1298 CARD_ATI_RADEON_HD4550 = 0x9540,
1299 CARD_ATI_RADEON_HD4600 = 0x9495,
1300 CARD_ATI_RADEON_HD4650 = 0x9498,
1301 CARD_ATI_RADEON_HD4670 = 0x9490,
1302 CARD_ATI_RADEON_HD4700 = 0x944e,
1303 CARD_ATI_RADEON_HD4770 = 0x94b3,
1304 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1305 CARD_ATI_RADEON_HD4830 = 0x944c,
1306 CARD_ATI_RADEON_HD4850 = 0x9442,
1307 CARD_ATI_RADEON_HD4870 = 0x9440,
1308 CARD_ATI_RADEON_HD4890 = 0x9460,
1309 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1310 CARD_ATI_RADEON_HD5750 = 0x68BE,
1311 CARD_ATI_RADEON_HD5770 = 0x68B8,
1312 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1313 CARD_ATI_RADEON_HD5850 = 0x6898,
1314 CARD_ATI_RADEON_HD5870 = 0x6899,
1316 CARD_NVIDIA_RIVA_128 = 0x0018,
1317 CARD_NVIDIA_RIVA_TNT = 0x0020,
1318 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1319 CARD_NVIDIA_GEFORCE = 0x0100,
1320 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1321 CARD_NVIDIA_GEFORCE2 = 0x0150,
1322 CARD_NVIDIA_GEFORCE3 = 0x0200,
1323 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1324 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1325 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1326 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1327 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1328 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1329 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1330 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1331 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1332 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1333 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1334 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1335 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1336 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1337 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1338 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1339 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1340 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1341 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1342 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1343 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1344 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1345 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1346 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1347 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1348 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1349 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1350 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1351 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1353 CARD_INTEL_845G = 0x2562,
1354 CARD_INTEL_I830G = 0x3577,
1355 CARD_INTEL_I855G = 0x3582,
1356 CARD_INTEL_I865G = 0x2572,
1357 CARD_INTEL_I915G = 0x2582,
1358 CARD_INTEL_I915GM = 0x2592,
1359 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1360 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1363 struct wined3d_fbo_ops
1365 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1366 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1367 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1368 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1369 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1370 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1371 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1372 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1373 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1374 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1375 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1376 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1377 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1378 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1379 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1380 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1381 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1382 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1383 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1386 struct wined3d_gl_limits
1388 UINT buffers;
1389 UINT lights;
1390 UINT textures;
1391 UINT texture_stages;
1392 UINT fragment_samplers;
1393 UINT vertex_samplers;
1394 UINT combined_samplers;
1395 UINT general_combiners;
1396 UINT sampler_stages;
1397 UINT clipplanes;
1398 UINT texture_size;
1399 UINT texture3d_size;
1400 float pointsize_max;
1401 float pointsize_min;
1402 UINT point_sprite_units;
1403 UINT blends;
1404 UINT anisotropy;
1405 float shininess;
1407 UINT glsl_varyings;
1408 UINT glsl_vs_float_constants;
1409 UINT glsl_ps_float_constants;
1411 UINT arb_vs_float_constants;
1412 UINT arb_vs_native_constants;
1413 UINT arb_vs_instructions;
1414 UINT arb_vs_temps;
1415 UINT arb_ps_float_constants;
1416 UINT arb_ps_local_constants;
1417 UINT arb_ps_native_constants;
1418 UINT arb_ps_instructions;
1419 UINT arb_ps_temps;
1422 struct wined3d_gl_info
1424 UINT vidmem;
1425 struct wined3d_gl_limits limits;
1426 DWORD reserved_glsl_constants;
1427 DWORD quirks;
1428 BOOL supported[WINED3D_GL_EXT_COUNT];
1429 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1431 struct wined3d_fbo_ops fbo_ops;
1432 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1433 /* GL function pointers */
1434 GL_EXT_FUNCS_GEN
1435 /* WGL function pointers */
1436 WGL_EXT_FUNCS_GEN
1437 #undef USE_GL_FUNC
1439 struct wined3d_format_desc *gl_formats;
1442 struct wined3d_driver_info
1444 enum wined3d_pci_vendor vendor;
1445 enum wined3d_pci_device device;
1446 const char *name;
1447 const char *description;
1448 DWORD version_high;
1449 DWORD version_low;
1452 /* The adapter structure */
1453 struct wined3d_adapter
1455 UINT ordinal;
1456 BOOL opengl;
1457 POINT monitorPoint;
1458 struct wined3d_gl_info gl_info;
1459 struct wined3d_driver_info driver_info;
1460 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1461 int nCfgs;
1462 WineD3D_PixelFormat *cfgs;
1463 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1464 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1465 unsigned int UsedTextureRam;
1466 LUID luid;
1468 const struct fragment_pipeline *fragment_pipe;
1469 const shader_backend_t *shader_backend;
1470 const struct blit_shader *blitter;
1473 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1474 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1475 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1476 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1478 /*****************************************************************************
1479 * High order patch management
1481 struct WineD3DRectPatch
1483 UINT Handle;
1484 float *mem;
1485 WineDirect3DVertexStridedData strided;
1486 WINED3DRECTPATCH_INFO RectPatchInfo;
1487 float numSegs[4];
1488 char has_normals, has_texcoords;
1489 struct list entry;
1492 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1494 enum projection_types
1496 proj_none = 0,
1497 proj_count3 = 1,
1498 proj_count4 = 2
1501 enum dst_arg
1503 resultreg = 0,
1504 tempreg = 1
1507 /*****************************************************************************
1508 * Fixed function pipeline replacements
1510 #define ARG_UNUSED 0xff
1511 struct texture_stage_op
1513 unsigned cop : 8;
1514 unsigned carg1 : 8;
1515 unsigned carg2 : 8;
1516 unsigned carg0 : 8;
1518 unsigned aop : 8;
1519 unsigned aarg1 : 8;
1520 unsigned aarg2 : 8;
1521 unsigned aarg0 : 8;
1523 struct color_fixup_desc color_fixup;
1524 unsigned tex_type : 3;
1525 unsigned dst : 1;
1526 unsigned projected : 2;
1527 unsigned padding : 10;
1530 struct ffp_frag_settings {
1531 struct texture_stage_op op[MAX_TEXTURES];
1532 enum fogmode fog;
1533 /* Use shorts instead of chars to get dword alignment */
1534 unsigned short sRGB_write;
1535 unsigned short emul_clipplanes;
1538 struct ffp_frag_desc
1540 struct wine_rb_entry entry;
1541 struct ffp_frag_settings settings;
1544 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1545 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1547 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1548 BOOL ignore_textype) DECLSPEC_HIDDEN;
1549 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1550 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1551 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1553 /*****************************************************************************
1554 * IWineD3D implementation structure
1556 typedef struct IWineD3DImpl
1558 /* IUnknown fields */
1559 const IWineD3DVtbl *lpVtbl;
1560 LONG ref; /* Note: Ref counting not required */
1562 /* WineD3D Information */
1563 IUnknown *parent;
1564 UINT dxVersion;
1566 UINT adapter_count;
1567 struct wined3d_adapter adapters[1];
1568 } IWineD3DImpl;
1570 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1572 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1573 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1574 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1576 /* A helper function that dumps a resource list */
1577 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1579 /*****************************************************************************
1580 * IWineD3DDevice implementation structure
1582 #define WINED3D_UNMAPPED_STAGE ~0U
1584 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1585 #define WINED3DCREATE_MULTITHREADED 0x00000004
1587 struct IWineD3DDeviceImpl
1589 /* IUnknown fields */
1590 const IWineD3DDeviceVtbl *lpVtbl;
1591 LONG ref; /* Note: Ref counting not required */
1593 /* WineD3D Information */
1594 IUnknown *parent;
1595 IWineD3DDeviceParent *device_parent;
1596 IWineD3D *wined3d;
1597 struct wined3d_adapter *adapter;
1599 /* Window styles to restore when switching fullscreen mode */
1600 LONG style;
1601 LONG exStyle;
1603 /* X and GL Information */
1604 GLint maxConcurrentLights;
1605 GLenum offscreenBuffer;
1607 /* Selected capabilities */
1608 int vs_selected_mode;
1609 int ps_selected_mode;
1610 const shader_backend_t *shader_backend;
1611 void *shader_priv;
1612 void *fragment_priv;
1613 void *blit_priv;
1614 struct StateEntry StateTable[STATE_HIGHEST + 1];
1615 /* Array of functions for states which are handled by more than one pipeline part */
1616 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1617 const struct fragment_pipeline *frag_pipe;
1618 const struct blit_shader *blitter;
1620 unsigned int max_ffp_textures;
1621 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1622 DWORD vs_clipping;
1624 WORD view_ident : 1; /* true iff view matrix is identity */
1625 WORD untransformed : 1;
1626 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1627 WORD isRecordingState : 1;
1628 WORD isInDraw : 1;
1629 WORD bCursorVisible : 1;
1630 WORD haveHardwareCursor : 1;
1631 WORD d3d_initialized : 1;
1632 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1633 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1634 WORD useDrawStridedSlow : 1;
1635 WORD instancedDraw : 1;
1636 WORD filter_messages : 1;
1637 WORD padding : 3;
1639 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1641 #define DDRAW_PITCH_ALIGNMENT 8
1642 #define D3D8_PITCH_ALIGNMENT 4
1643 unsigned char surface_alignment; /* Line Alignment of surfaces */
1645 /* State block related */
1646 IWineD3DStateBlockImpl *stateBlock;
1647 IWineD3DStateBlockImpl *updateStateBlock;
1649 /* Internal use fields */
1650 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1651 WINED3DDEVTYPE devType;
1652 HWND focus_window;
1654 IWineD3DSwapChain **swapchains;
1655 UINT NumberOfSwapChains;
1657 struct list resources; /* a linked list to track resources created by the device */
1658 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1659 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1661 /* Render Target Support */
1662 IWineD3DSurface **render_targets;
1663 IWineD3DSurface *auto_depth_stencil_buffer;
1664 IWineD3DSurface *stencilBufferTarget;
1666 /* palettes texture management */
1667 UINT NumberOfPalettes;
1668 PALETTEENTRY **palettes;
1669 UINT currentPalette;
1671 /* For rendering to a texture using glCopyTexImage */
1672 GLenum *draw_buffers;
1673 GLuint depth_blt_texture;
1674 GLuint depth_blt_rb;
1675 UINT depth_blt_rb_w;
1676 UINT depth_blt_rb_h;
1678 /* Cursor management */
1679 UINT xHotSpot;
1680 UINT yHotSpot;
1681 UINT xScreenSpace;
1682 UINT yScreenSpace;
1683 UINT cursorWidth, cursorHeight;
1684 GLuint cursorTexture;
1685 HCURSOR hardwareCursor;
1687 /* The Wine logo surface */
1688 IWineD3DSurface *logo_surface;
1690 /* Textures for when no other textures are mapped */
1691 UINT dummyTextureName[MAX_TEXTURES];
1693 /* DirectDraw stuff */
1694 DWORD ddraw_width, ddraw_height;
1695 WINED3DFORMAT ddraw_format;
1697 /* Final position fixup constant */
1698 float posFixup[4];
1700 /* With register combiners we can skip junk texture stages */
1701 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1702 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1704 /* Stream source management */
1705 struct wined3d_stream_info strided_streams;
1706 const WineDirect3DVertexStridedData *up_strided;
1707 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1708 unsigned int num_buffer_queries;
1710 /* Context management */
1711 struct wined3d_context **contexts;
1712 UINT numContexts;
1714 /* High level patch management */
1715 #define PATCHMAP_SIZE 43
1716 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1717 struct list patches[PATCHMAP_SIZE];
1718 struct WineD3DRectPatch *currentPatch;
1721 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1722 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1723 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1724 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1725 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1726 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1727 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1728 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1729 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1730 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1731 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1732 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1733 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1734 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1735 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1736 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1737 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1739 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1741 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1742 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1743 return context->isStateDirty[idx] & (1 << shift);
1746 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1747 typedef struct PrivateData
1749 struct list entry;
1751 GUID tag;
1752 DWORD flags; /* DDSPD_* */
1754 union
1756 LPVOID data;
1757 LPUNKNOWN object;
1758 } ptr;
1760 DWORD size;
1761 } PrivateData;
1763 /*****************************************************************************
1764 * IWineD3DResource implementation structure
1766 typedef struct IWineD3DResourceClass
1768 /* IUnknown fields */
1769 LONG ref; /* Note: Ref counting not required */
1771 /* WineD3DResource Information */
1772 IUnknown *parent;
1773 WINED3DRESOURCETYPE resourceType;
1774 IWineD3DDeviceImpl *device;
1775 WINED3DPOOL pool;
1776 UINT size;
1777 DWORD usage;
1778 const struct wined3d_format_desc *format_desc;
1779 DWORD priority;
1780 BYTE *allocatedMemory; /* Pointer to the real data location */
1781 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1782 struct list privateData;
1783 struct list resource_list_entry;
1784 const struct wined3d_parent_ops *parent_ops;
1785 } IWineD3DResourceClass;
1787 typedef struct IWineD3DResourceImpl
1789 /* IUnknown & WineD3DResource Information */
1790 const IWineD3DResourceVtbl *lpVtbl;
1791 IWineD3DResourceClass resource;
1792 } IWineD3DResourceImpl;
1794 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1795 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1796 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1797 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1798 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1799 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1800 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1801 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1802 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1803 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1804 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1805 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1806 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1808 /* Tests show that the start address of resources is 32 byte aligned */
1809 #define RESOURCE_ALIGNMENT 16
1811 /*****************************************************************************
1812 * IWineD3DBaseTexture D3D- > openGL state map lookups
1815 typedef enum winetexturestates {
1816 WINED3DTEXSTA_ADDRESSU = 0,
1817 WINED3DTEXSTA_ADDRESSV = 1,
1818 WINED3DTEXSTA_ADDRESSW = 2,
1819 WINED3DTEXSTA_BORDERCOLOR = 3,
1820 WINED3DTEXSTA_MAGFILTER = 4,
1821 WINED3DTEXSTA_MINFILTER = 5,
1822 WINED3DTEXSTA_MIPFILTER = 6,
1823 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1824 WINED3DTEXSTA_MAXANISOTROPY = 8,
1825 WINED3DTEXSTA_SRGBTEXTURE = 9,
1826 WINED3DTEXSTA_ELEMENTINDEX = 10,
1827 WINED3DTEXSTA_DMAPOFFSET = 11,
1828 WINED3DTEXSTA_TSSADDRESSW = 12,
1829 MAX_WINETEXTURESTATES = 13,
1830 } winetexturestates;
1832 enum WINED3DSRGB
1834 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1835 SRGB_RGB = 1, /* Loads the rgb texture */
1836 SRGB_SRGB = 2, /* Loads the srgb texture */
1837 SRGB_BOTH = 3, /* Loads both textures */
1840 struct gl_texture
1842 DWORD states[MAX_WINETEXTURESTATES];
1843 BOOL dirty;
1844 GLuint name;
1847 /*****************************************************************************
1848 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1850 typedef struct IWineD3DBaseTextureClass
1852 struct gl_texture texture_rgb, texture_srgb;
1853 UINT levels;
1854 float pow2Matrix[16];
1855 UINT LOD;
1856 WINED3DTEXTUREFILTERTYPE filterType;
1857 LONG bindCount;
1858 DWORD sampler;
1859 BOOL is_srgb;
1860 BOOL pow2Matrix_identity;
1861 const struct min_lookup *minMipLookup;
1862 const GLenum *magLookup;
1863 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1864 } IWineD3DBaseTextureClass;
1866 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1867 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1868 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1869 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1870 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1872 typedef struct IWineD3DBaseTextureImpl
1874 /* IUnknown & WineD3DResource Information */
1875 const IWineD3DBaseTextureVtbl *lpVtbl;
1876 IWineD3DResourceClass resource;
1877 IWineD3DBaseTextureClass baseTexture;
1879 } IWineD3DBaseTextureImpl;
1881 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1882 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1883 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1884 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1885 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1886 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1887 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1888 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1889 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1890 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1891 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1892 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1893 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1894 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1895 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1896 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1897 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1898 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1899 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1901 /*****************************************************************************
1902 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1904 typedef struct IWineD3DTextureImpl
1906 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1907 const IWineD3DTextureVtbl *lpVtbl;
1908 IWineD3DResourceClass resource;
1909 IWineD3DBaseTextureClass baseTexture;
1911 /* IWineD3DTexture */
1912 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1913 UINT target;
1914 BOOL cond_np2;
1916 } IWineD3DTextureImpl;
1918 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1919 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1920 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1922 /*****************************************************************************
1923 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1925 typedef struct IWineD3DCubeTextureImpl
1927 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1928 const IWineD3DCubeTextureVtbl *lpVtbl;
1929 IWineD3DResourceClass resource;
1930 IWineD3DBaseTextureClass baseTexture;
1932 /* IWineD3DCubeTexture */
1933 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1934 } IWineD3DCubeTextureImpl;
1936 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1937 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1938 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1940 typedef struct _WINED3DVOLUMET_DESC
1942 UINT Width;
1943 UINT Height;
1944 UINT Depth;
1945 } WINED3DVOLUMET_DESC;
1947 /*****************************************************************************
1948 * IWineD3DVolume implementation structure (extends IUnknown)
1950 typedef struct IWineD3DVolumeImpl
1952 /* IUnknown & WineD3DResource fields */
1953 const IWineD3DVolumeVtbl *lpVtbl;
1954 IWineD3DResourceClass resource;
1956 /* WineD3DVolume Information */
1957 WINED3DVOLUMET_DESC currentDesc;
1958 IWineD3DBase *container;
1959 BOOL lockable;
1960 BOOL locked;
1961 WINED3DBOX lockedBox;
1962 WINED3DBOX dirtyBox;
1963 BOOL dirty;
1964 } IWineD3DVolumeImpl;
1966 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1967 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1968 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1969 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1971 /*****************************************************************************
1972 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1974 typedef struct IWineD3DVolumeTextureImpl
1976 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1977 const IWineD3DVolumeTextureVtbl *lpVtbl;
1978 IWineD3DResourceClass resource;
1979 IWineD3DBaseTextureClass baseTexture;
1981 /* IWineD3DVolumeTexture */
1982 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1983 } IWineD3DVolumeTextureImpl;
1985 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1986 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1987 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1989 typedef struct _WINED3DSURFACET_DESC
1991 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1992 DWORD MultiSampleQuality;
1993 UINT Width;
1994 UINT Height;
1995 } WINED3DSURFACET_DESC;
1997 /*****************************************************************************
1998 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2000 typedef struct wineD3DSurface_DIB {
2001 HBITMAP DIBsection;
2002 void* bitmap_data;
2003 UINT bitmap_size;
2004 HGDIOBJ holdbitmap;
2005 BOOL client_memory;
2006 } wineD3DSurface_DIB;
2008 typedef struct {
2009 struct list entry;
2010 GLuint id;
2011 UINT width;
2012 UINT height;
2013 } renderbuffer_entry_t;
2015 struct fbo_entry
2017 struct list entry;
2018 IWineD3DSurface **render_targets;
2019 IWineD3DSurface *depth_stencil;
2020 BOOL attached;
2021 GLuint id;
2024 /*****************************************************************************
2025 * IWineD3DClipp implementation structure
2027 typedef struct IWineD3DClipperImpl
2029 const IWineD3DClipperVtbl *lpVtbl;
2030 LONG ref;
2032 IUnknown *Parent;
2033 HWND hWnd;
2034 } IWineD3DClipperImpl;
2037 /*****************************************************************************
2038 * IWineD3DSurface implementation structure
2040 struct IWineD3DSurfaceImpl
2042 /* IUnknown & IWineD3DResource Information */
2043 const IWineD3DSurfaceVtbl *lpVtbl;
2044 IWineD3DResourceClass resource;
2046 /* IWineD3DSurface fields */
2047 IWineD3DBase *container;
2048 WINED3DSURFACET_DESC currentDesc;
2049 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2050 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2052 /* TODO: move this off into a management class(maybe!) */
2053 DWORD Flags;
2055 UINT pow2Width;
2056 UINT pow2Height;
2058 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2059 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2061 /* Oversized texture */
2062 RECT glRect;
2064 /* PBO */
2065 GLuint pbo;
2066 GLuint texture_name;
2067 GLuint texture_name_srgb;
2068 GLint texture_level;
2069 GLenum texture_target;
2071 RECT lockedRect;
2072 RECT dirtyRect;
2073 int lockCount;
2074 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2076 /* For GetDC */
2077 wineD3DSurface_DIB dib;
2078 HDC hDC;
2080 /* Color keys for DDraw */
2081 WINEDDCOLORKEY DestBltCKey;
2082 WINEDDCOLORKEY DestOverlayCKey;
2083 WINEDDCOLORKEY SrcOverlayCKey;
2084 WINEDDCOLORKEY SrcBltCKey;
2085 DWORD CKeyFlags;
2087 WINEDDCOLORKEY glCKey;
2089 struct list renderbuffers;
2090 renderbuffer_entry_t *current_renderbuffer;
2092 /* DirectDraw clippers */
2093 IWineD3DClipper *clipper;
2095 /* DirectDraw Overlay handling */
2096 RECT overlay_srcrect;
2097 RECT overlay_destrect;
2098 IWineD3DSurfaceImpl *overlay_dest;
2099 struct list overlays;
2100 struct list overlay_entry;
2103 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2104 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2106 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2107 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2108 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2109 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2110 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2111 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2112 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2114 /* Predeclare the shared Surface functions */
2115 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2116 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2117 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2118 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2119 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2120 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2122 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2123 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2124 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2125 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2126 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2128 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2137 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2139 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2144 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2146 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2150 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2152 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2154 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2156 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2157 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2158 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2160 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2161 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2162 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2164 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2166 /* Surface flags: */
2167 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2168 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2169 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2170 #define SFLAG_DISCARD 0x00000010 /* ??? */
2171 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2172 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2173 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2174 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2175 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2176 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2177 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2178 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2179 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2180 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2181 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2182 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2183 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2184 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2185 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2186 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2187 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2188 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2189 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2190 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2192 /* In some conditions the surface memory must not be freed:
2193 * SFLAG_CONVERTED: Converting the data back would take too long
2194 * SFLAG_DIBSECTION: The dib code manages the memory
2195 * SFLAG_LOCKED: The app requires access to the surface data
2196 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2197 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2198 * SFLAG_CLIENT: OpenGL uses our memory as backup
2200 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2201 SFLAG_DIBSECTION | \
2202 SFLAG_LOCKED | \
2203 SFLAG_DYNLOCK | \
2204 SFLAG_USERPTR | \
2205 SFLAG_PBO | \
2206 SFLAG_CLIENT)
2208 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2209 SFLAG_INTEXTURE | \
2210 SFLAG_INDRAWABLE | \
2211 SFLAG_INSRGBTEX)
2213 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2214 SFLAG_DS_OFFSCREEN)
2215 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2217 typedef enum {
2218 NO_CONVERSION,
2219 CONVERT_PALETTED,
2220 CONVERT_PALETTED_CK,
2221 CONVERT_CK_565,
2222 CONVERT_CK_5551,
2223 CONVERT_CK_4444,
2224 CONVERT_CK_4444_ARGB,
2225 CONVERT_CK_1555,
2226 CONVERT_555,
2227 CONVERT_CK_RGB24,
2228 CONVERT_CK_8888,
2229 CONVERT_CK_8888_ARGB,
2230 CONVERT_RGB32_888,
2231 CONVERT_V8U8,
2232 CONVERT_L6V5U5,
2233 CONVERT_X8L8V8U8,
2234 CONVERT_Q8W8V8U8,
2235 CONVERT_V16U16,
2236 CONVERT_A4L4,
2237 CONVERT_G16R16,
2238 CONVERT_R16G16F,
2239 CONVERT_R32G32F,
2240 CONVERT_D15S1,
2241 CONVERT_D24X4S4,
2242 CONVERT_D24FS8,
2243 } CONVERT_TYPES;
2245 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2246 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2248 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2250 /*****************************************************************************
2251 * IWineD3DVertexDeclaration implementation structure
2254 struct wined3d_vertex_declaration_element
2256 const struct wined3d_format_desc *format_desc;
2257 BOOL ffp_valid;
2258 WORD input_slot;
2259 WORD offset;
2260 UINT output_slot;
2261 BYTE method;
2262 BYTE usage;
2263 BYTE usage_idx;
2266 typedef struct IWineD3DVertexDeclarationImpl {
2267 /* IUnknown Information */
2268 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2269 LONG ref;
2271 IUnknown *parent;
2272 const struct wined3d_parent_ops *parent_ops;
2273 IWineD3DDeviceImpl *device;
2275 struct wined3d_vertex_declaration_element *elements;
2276 UINT element_count;
2278 DWORD streams[MAX_STREAMS];
2279 UINT num_streams;
2280 BOOL position_transformed;
2281 BOOL half_float_conv_needed;
2282 } IWineD3DVertexDeclarationImpl;
2284 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2285 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2286 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2288 /*****************************************************************************
2289 * IWineD3DStateBlock implementation structure
2292 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2293 /* Note: Very long winded but gl Lists are not flexible enough */
2294 /* to resolve everything we need, so doing it manually for now */
2295 typedef struct SAVEDSTATES {
2296 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2297 WORD streamSource; /* MAX_STREAMS, 16 */
2298 WORD streamFreq; /* MAX_STREAMS, 16 */
2299 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2300 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2301 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2302 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2303 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2304 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2305 BOOL *pixelShaderConstantsF;
2306 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2307 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2308 BOOL *vertexShaderConstantsF;
2309 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2310 DWORD primitive_type : 1;
2311 DWORD indices : 1;
2312 DWORD material : 1;
2313 DWORD viewport : 1;
2314 DWORD vertexDecl : 1;
2315 DWORD pixelShader : 1;
2316 DWORD vertexShader : 1;
2317 DWORD scissorRect : 1;
2318 DWORD padding : 4;
2319 } SAVEDSTATES;
2321 struct StageState {
2322 DWORD stage;
2323 DWORD state;
2326 struct IWineD3DStateBlockImpl
2328 /* IUnknown fields */
2329 const IWineD3DStateBlockVtbl *lpVtbl;
2330 LONG ref; /* Note: Ref counting not required */
2332 /* IWineD3DStateBlock information */
2333 IWineD3DDeviceImpl *device;
2334 WINED3DSTATEBLOCKTYPE blockType;
2336 /* Array indicating whether things have been set or changed */
2337 SAVEDSTATES changed;
2339 /* Vertex Shader Declaration */
2340 IWineD3DVertexDeclaration *vertexDecl;
2342 IWineD3DVertexShader *vertexShader;
2344 /* Vertex Shader Constants */
2345 BOOL vertexShaderConstantB[MAX_CONST_B];
2346 INT vertexShaderConstantI[MAX_CONST_I * 4];
2347 float *vertexShaderConstantF;
2349 /* primitive type */
2350 GLenum gl_primitive_type;
2352 /* Stream Source */
2353 BOOL streamIsUP;
2354 UINT streamStride[MAX_STREAMS];
2355 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2356 IWineD3DBuffer *streamSource[MAX_STREAMS];
2357 UINT streamFreq[MAX_STREAMS + 1];
2358 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2360 /* Indices */
2361 IWineD3DBuffer* pIndexData;
2362 WINED3DFORMAT IndexFmt;
2363 INT baseVertexIndex;
2364 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2366 /* Transform */
2367 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2369 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2370 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2371 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2372 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2373 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2375 /* Clipping */
2376 double clipplane[MAX_CLIPPLANES][4];
2377 WINED3DCLIPSTATUS clip_status;
2379 /* ViewPort */
2380 WINED3DVIEWPORT viewport;
2382 /* Material */
2383 WINED3DMATERIAL material;
2385 /* Pixel Shader */
2386 IWineD3DPixelShader *pixelShader;
2388 /* Pixel Shader Constants */
2389 BOOL pixelShaderConstantB[MAX_CONST_B];
2390 INT pixelShaderConstantI[MAX_CONST_I * 4];
2391 float *pixelShaderConstantF;
2393 /* RenderState */
2394 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2396 /* Texture */
2397 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2399 /* Texture State Stage */
2400 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2401 DWORD lowest_disabled_stage;
2402 /* Sampler States */
2403 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2405 /* Scissor test rectangle */
2406 RECT scissorRect;
2408 /* Contained state management */
2409 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2410 unsigned int num_contained_render_states;
2411 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2412 unsigned int num_contained_transform_states;
2413 DWORD contained_vs_consts_i[MAX_CONST_I];
2414 unsigned int num_contained_vs_consts_i;
2415 DWORD contained_vs_consts_b[MAX_CONST_B];
2416 unsigned int num_contained_vs_consts_b;
2417 DWORD *contained_vs_consts_f;
2418 unsigned int num_contained_vs_consts_f;
2419 DWORD contained_ps_consts_i[MAX_CONST_I];
2420 unsigned int num_contained_ps_consts_i;
2421 DWORD contained_ps_consts_b[MAX_CONST_B];
2422 unsigned int num_contained_ps_consts_b;
2423 DWORD *contained_ps_consts_f;
2424 unsigned int num_contained_ps_consts_f;
2425 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2426 unsigned int num_contained_tss_states;
2427 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2428 unsigned int num_contained_sampler_states;
2431 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2432 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2433 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2435 /* Direct3D terminology with little modifications. We do not have an issued state
2436 * because only the driver knows about it, but we have a created state because d3d
2437 * allows GetData on a created issue, but opengl doesn't
2439 enum query_state {
2440 QUERY_CREATED,
2441 QUERY_SIGNALLED,
2442 QUERY_BUILDING
2444 /*****************************************************************************
2445 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2447 typedef struct IWineD3DQueryImpl
2449 const IWineD3DQueryVtbl *lpVtbl;
2450 LONG ref; /* Note: Ref counting not required */
2452 IUnknown *parent;
2453 IWineD3DDeviceImpl *device;
2455 /* IWineD3DQuery fields */
2456 enum query_state state;
2457 WINED3DQUERYTYPE type;
2458 /* TODO: Think about using a IUnknown instead of a void* */
2459 void *extendedData;
2460 } IWineD3DQueryImpl;
2462 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2463 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2465 /* IWineD3DBuffer */
2467 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2468 * fixed function semantics as D3DCOLOR or FLOAT16 */
2469 enum wined3d_buffer_conversion_type
2471 CONV_NONE,
2472 CONV_D3DCOLOR,
2473 CONV_POSITIONT,
2474 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2477 struct wined3d_map_range
2479 UINT offset;
2480 UINT size;
2483 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2484 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2485 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2486 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2487 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2488 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2489 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2490 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2492 struct wined3d_buffer
2494 const struct IWineD3DBufferVtbl *vtbl;
2495 IWineD3DResourceClass resource;
2497 struct wined3d_buffer_desc desc;
2499 GLuint buffer_object;
2500 GLenum buffer_object_usage;
2501 GLenum buffer_type_hint;
2502 UINT buffer_object_size;
2503 LONG bind_count;
2504 DWORD flags;
2506 LONG lock_count;
2507 struct wined3d_map_range *maps;
2508 ULONG maps_size, modified_areas;
2509 struct wined3d_event_query *query;
2511 /* conversion stuff */
2512 UINT decl_change_count, full_conversion_count;
2513 UINT draw_count;
2514 UINT stride; /* 0 if no conversion */
2515 UINT conversion_stride; /* 0 if no shifted conversion */
2516 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2517 /* Extra load offsets, for FLOAT16 conversion */
2518 UINT *conversion_shift; /* NULL if no shifted conversion */
2521 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2522 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2523 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2524 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2525 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2527 /* IWineD3DRendertargetView */
2528 struct wined3d_rendertarget_view
2530 const struct IWineD3DRendertargetViewVtbl *vtbl;
2531 LONG refcount;
2533 IWineD3DResource *resource;
2534 IUnknown *parent;
2537 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2539 /*****************************************************************************
2540 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2543 struct IWineD3DSwapChainImpl
2545 /*IUnknown part*/
2546 const IWineD3DSwapChainVtbl *lpVtbl;
2547 LONG ref; /* Note: Ref counting not required */
2549 IUnknown *parent;
2550 IWineD3DDeviceImpl *device;
2552 /* IWineD3DSwapChain fields */
2553 IWineD3DSurface **backBuffer;
2554 IWineD3DSurface *frontBuffer;
2555 WINED3DPRESENT_PARAMETERS presentParms;
2556 DWORD orig_width, orig_height;
2557 WINED3DFORMAT orig_fmt;
2558 WINED3DGAMMARAMP orig_gamma;
2559 BOOL render_to_fbo;
2560 const struct wined3d_format_desc *ds_format;
2562 long prev_time, frames; /* Performance tracking */
2563 unsigned int vSyncCounter;
2565 struct wined3d_context **context;
2566 unsigned int num_contexts;
2568 HWND win_handle;
2569 HWND device_window;
2572 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2573 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2575 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2576 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2577 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2578 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2579 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2580 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2581 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2582 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2583 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2584 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2585 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2586 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2587 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2588 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2589 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2590 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2591 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2592 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2593 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2594 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2595 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2597 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2598 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2599 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2600 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2601 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2603 #define DEFAULT_REFRESH_RATE 0
2605 /*****************************************************************************
2606 * Utility function prototypes
2609 /* Trace routines */
2610 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2611 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2612 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2613 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2614 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2615 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2616 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2617 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2618 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2619 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2620 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2621 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2622 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2623 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2624 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2625 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2626 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2627 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2628 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2629 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2630 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2631 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2633 /* Color conversion routines */
2634 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2636 /* Routines for GL <-> D3D values */
2637 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2638 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2639 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2640 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2641 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2642 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2643 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2644 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2645 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2646 struct wined3d_context *context) DECLSPEC_HIDDEN;
2647 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2648 struct wined3d_context *context) DECLSPEC_HIDDEN;
2649 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2650 struct wined3d_context *context) DECLSPEC_HIDDEN;
2651 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2652 struct wined3d_context *context) DECLSPEC_HIDDEN;
2653 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2654 struct wined3d_context *context) DECLSPEC_HIDDEN;
2655 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2656 struct wined3d_context *context) DECLSPEC_HIDDEN;
2657 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2658 struct wined3d_context *context) DECLSPEC_HIDDEN;
2659 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2660 struct wined3d_context *context) DECLSPEC_HIDDEN;
2662 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2663 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2664 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2665 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2666 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2667 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2668 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2669 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2671 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2672 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2673 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2674 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2676 /* Math utils */
2677 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2678 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2679 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2681 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2683 typedef struct local_constant {
2684 struct list entry;
2685 unsigned int idx;
2686 DWORD value[4];
2687 } local_constant;
2689 typedef struct SHADER_LIMITS {
2690 unsigned int temporary;
2691 unsigned int texcoord;
2692 unsigned int sampler;
2693 unsigned int constant_int;
2694 unsigned int constant_float;
2695 unsigned int constant_bool;
2696 unsigned int address;
2697 unsigned int packed_output;
2698 unsigned int packed_input;
2699 unsigned int attributes;
2700 unsigned int label;
2701 } SHADER_LIMITS;
2703 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2704 * maintain state information between multiple codes */
2705 typedef struct SHADER_PARSE_STATE {
2706 unsigned int current_row;
2707 DWORD texcoord_w[2];
2708 } SHADER_PARSE_STATE;
2710 #ifdef __GNUC__
2711 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2712 #else
2713 #define PRINTF_ATTR(fmt,args)
2714 #endif
2716 /* Base Shader utility functions. */
2717 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2718 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2720 /* Vertex shader utility functions */
2721 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2722 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2724 /*****************************************************************************
2725 * IDirect3DBaseShader implementation structure
2727 typedef struct IWineD3DBaseShaderClass
2729 LONG ref;
2730 SHADER_LIMITS limits;
2731 SHADER_PARSE_STATE parse_state;
2732 DWORD *function;
2733 UINT functionLength;
2734 UINT cur_loop_depth, cur_loop_regno;
2735 BOOL load_local_constsF;
2736 const struct wined3d_shader_frontend *frontend;
2737 void *frontend_data;
2738 void *backend_data;
2740 IUnknown *parent;
2741 const struct wined3d_parent_ops *parent_ops;
2743 /* Programs this shader is linked with */
2744 struct list linked_programs;
2746 /* Immediate constants (override global ones) */
2747 struct list constantsB;
2748 struct list constantsF;
2749 struct list constantsI;
2750 shader_reg_maps reg_maps;
2752 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2753 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2755 /* Pointer to the parent device */
2756 IWineD3DDevice *device;
2757 struct list shader_list_entry;
2759 } IWineD3DBaseShaderClass;
2761 typedef struct IWineD3DBaseShaderImpl {
2762 /* IUnknown */
2763 const IWineD3DBaseShaderVtbl *lpVtbl;
2765 /* IWineD3DBaseShader */
2766 IWineD3DBaseShaderClass baseShader;
2767 } IWineD3DBaseShaderImpl;
2769 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2770 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2771 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2772 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2773 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2774 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2775 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2776 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2777 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2778 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2779 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2781 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2783 return type == WINED3D_SHADER_TYPE_PIXEL;
2786 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2788 return type == WINED3D_SHADER_TYPE_VERTEX;
2791 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2793 switch (reg->type)
2795 case WINED3DSPR_RASTOUT:
2796 /* oFog & oPts */
2797 if (reg->idx != 0) return TRUE;
2798 /* oPos */
2799 return FALSE;
2801 case WINED3DSPR_DEPTHOUT: /* oDepth */
2802 case WINED3DSPR_CONSTBOOL: /* b# */
2803 case WINED3DSPR_LOOP: /* aL */
2804 case WINED3DSPR_PREDICATE: /* p0 */
2805 return TRUE;
2807 case WINED3DSPR_MISCTYPE:
2808 switch(reg->idx)
2810 case 0: /* vPos */
2811 return FALSE;
2812 case 1: /* vFace */
2813 return TRUE;
2814 default:
2815 return FALSE;
2818 case WINED3DSPR_IMMCONST:
2819 switch(reg->immconst_type)
2821 case WINED3D_IMMCONST_FLOAT:
2822 return TRUE;
2823 default:
2824 return FALSE;
2827 default:
2828 return FALSE;
2832 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2833 local_constant* lconst;
2835 if(This->baseShader.load_local_constsF) return FALSE;
2836 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2837 if(lconst->idx == reg) return TRUE;
2839 return FALSE;
2843 /*****************************************************************************
2844 * IDirect3DVertexShader implementation structures
2846 typedef struct IWineD3DVertexShaderImpl {
2847 /* IUnknown parts */
2848 const IWineD3DVertexShaderVtbl *lpVtbl;
2850 /* IWineD3DBaseShader */
2851 IWineD3DBaseShaderClass baseShader;
2853 /* Vertex shader attributes. */
2854 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2856 UINT min_rel_offset, max_rel_offset;
2857 UINT rel_offset;
2858 } IWineD3DVertexShaderImpl;
2860 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2861 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2862 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2863 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2864 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2866 struct wined3d_geometryshader
2868 const struct IWineD3DGeometryShaderVtbl *vtbl;
2869 IWineD3DBaseShaderClass base_shader;
2872 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2873 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2874 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2876 /*****************************************************************************
2877 * IDirect3DPixelShader implementation structure
2880 /* Using additional shader constants (uniforms in GLSL / program environment
2881 * or local parameters in ARB) is costly:
2882 * ARB only knows float4 parameters and GLSL compiler are not really smart
2883 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2884 * (in fact most compilers map a float2 to a full float4 uniform).
2886 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2887 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2888 * into a single shader constant (uniform / program parameter).
2890 * This structure is shared between the GLSL and the ARB backend.*/
2891 struct ps_np2fixup_info {
2892 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2893 WORD active; /* bitfield indicating if we can apply the fixup */
2894 WORD num_consts;
2897 typedef struct IWineD3DPixelShaderImpl {
2898 /* IUnknown parts */
2899 const IWineD3DPixelShaderVtbl *lpVtbl;
2901 /* IWineD3DBaseShader */
2902 IWineD3DBaseShaderClass baseShader;
2904 /* Pixel shader input semantics */
2905 DWORD input_reg_map[MAX_REG_INPUT];
2906 BOOL input_reg_used[MAX_REG_INPUT];
2907 unsigned int declared_in_count;
2909 /* Some information about the shader behavior */
2910 char vpos_uniform;
2912 BOOL color0_mov;
2913 DWORD color0_reg;
2915 } IWineD3DPixelShaderImpl;
2917 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2918 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2919 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2920 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2921 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2922 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2923 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2925 /* sRGB correction constants */
2926 static const float srgb_cmp = 0.0031308f;
2927 static const float srgb_mul_low = 12.92f;
2928 static const float srgb_pow = 0.41666f;
2929 static const float srgb_mul_high = 1.055f;
2930 static const float srgb_sub_high = 0.055f;
2932 /*****************************************************************************
2933 * IWineD3DPalette implementation structure
2935 struct IWineD3DPaletteImpl {
2936 /* IUnknown parts */
2937 const IWineD3DPaletteVtbl *lpVtbl;
2938 LONG ref;
2940 IUnknown *parent;
2941 IWineD3DDeviceImpl *device;
2943 /* IWineD3DPalette */
2944 HPALETTE hpal;
2945 WORD palVersion; /*| */
2946 WORD palNumEntries; /*| LOGPALETTE */
2947 PALETTEENTRY palents[256]; /*| */
2948 /* This is to store the palette in 'screen format' */
2949 int screen_palents[256];
2950 DWORD Flags;
2953 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2954 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2956 /* DirectDraw utility functions */
2957 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2959 /*****************************************************************************
2960 * Pixel format management
2963 /* WineD3D pixel format flags */
2964 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2965 #define WINED3DFMT_FLAG_FILTERING 0x2
2966 #define WINED3DFMT_FLAG_DEPTH 0x4
2967 #define WINED3DFMT_FLAG_STENCIL 0x8
2968 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2969 #define WINED3DFMT_FLAG_FOURCC 0x20
2970 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2971 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2972 #define WINED3DFMT_FLAG_GETDC 0x100
2973 #define WINED3DFMT_FLAG_FLOAT 0x200
2975 struct wined3d_format_desc
2977 WINED3DFORMAT format;
2978 DWORD red_mask;
2979 DWORD green_mask;
2980 DWORD blue_mask;
2981 DWORD alpha_mask;
2982 UINT byte_count;
2983 WORD depth_size;
2984 WORD stencil_size;
2986 UINT block_width;
2987 UINT block_height;
2988 UINT block_byte_count;
2990 enum wined3d_ffp_emit_idx emit_idx;
2991 GLint component_count;
2992 GLenum gl_vtx_type;
2993 GLint gl_vtx_format;
2994 GLboolean gl_normalized;
2995 unsigned int component_size;
2997 GLint glInternal;
2998 GLint glGammaInternal;
2999 GLint rtInternal;
3000 GLint glFormat;
3001 GLint glType;
3002 unsigned int Flags;
3003 float heightscale;
3004 struct color_fixup_desc color_fixup;
3007 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3008 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3010 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3012 /* Check stateblock->vertexDecl to allow this to be used from
3013 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3014 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3015 * style strided data. */
3016 return (stateblock->vertexShader
3017 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3018 && stateblock->device->vs_selected_mode != SHADER_NONE);
3021 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3023 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3026 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3027 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3028 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
3030 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3031 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3033 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3034 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3035 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3037 #endif