wined3d: Add fog and tex types to the ffp fragment description.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobe86bb1e5faec6f9a5828aa4ddecf9273016a183d
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 struct shader_caps {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
236 typedef struct {
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 } shader_backend_t;
252 extern const shader_backend_t atifs_shader_backend;
253 extern const shader_backend_t glsl_shader_backend;
254 extern const shader_backend_t arb_program_shader_backend;
255 extern const shader_backend_t none_shader_backend;
257 /* GLSL shader private data */
258 struct shader_glsl_priv {
259 hash_table_t *glsl_program_lookup;
260 struct glsl_shader_prog_link *glsl_program;
261 GLhandleARB depth_blt_glsl_program_id;
264 /* ARB_program_shader private data */
265 struct shader_arb_priv {
266 GLuint current_vprogram_id;
267 GLuint current_fprogram_id;
268 GLuint depth_blt_vprogram_id;
269 GLuint depth_blt_fprogram_id;
272 /* X11 locking */
274 extern void (*wine_tsx11_lock_ptr)(void);
275 extern void (*wine_tsx11_unlock_ptr)(void);
277 /* As GLX relies on X, this is needed */
278 extern int num_lock;
280 #if 0
281 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
282 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
283 #else
284 #define ENTER_GL() wine_tsx11_lock_ptr()
285 #define LEAVE_GL() wine_tsx11_unlock_ptr()
286 #endif
288 /*****************************************************************************
289 * Defines
292 /* GL related defines */
293 /* ------------------ */
294 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
295 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
296 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
297 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
299 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
300 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
301 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
302 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
304 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
305 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
306 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
309 #define D3DCOLORTOGLFLOAT4(dw, vec) \
310 (vec)[0] = D3DCOLOR_R(dw); \
311 (vec)[1] = D3DCOLOR_G(dw); \
312 (vec)[2] = D3DCOLOR_B(dw); \
313 (vec)[3] = D3DCOLOR_A(dw);
315 /* DirectX Device Limits */
316 /* --------------------- */
317 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
319 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
320 See MaxStreams in MSDN under GetDeviceCaps */
321 /* Maximum number of constants provided to the shaders */
322 #define HIGHEST_TRANSFORMSTATE 512
323 /* Highest value in WINED3DTRANSFORMSTATETYPE */
325 /* Checking of API calls */
326 /* --------------------- */
327 #define checkGLcall(A) \
329 GLint err = glGetError(); \
330 if (err == GL_NO_ERROR) { \
331 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
333 } else do { \
334 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
335 debug_glerror(err), err, A, __FILE__, __LINE__); \
336 err = glGetError(); \
337 } while (err != GL_NO_ERROR); \
340 /* Trace routines / diagnostics */
341 /* ---------------------------- */
343 /* Dump out a matrix and copy it */
344 #define conv_mat(mat,gl_mat) \
345 do { \
346 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
347 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
348 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
349 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
350 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
351 } while (0)
353 /* Macro to dump out the current state of the light chain */
354 #define DUMP_LIGHT_CHAIN() \
356 PLIGHTINFOEL *el = This->stateBlock->lights;\
357 while (el) { \
358 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
359 el = el->next; \
363 /* Trace vector and strided data information */
364 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
365 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
366 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
368 /* Defines used for optimizations */
370 /* Only reapply what is necessary */
371 #define REAPPLY_ALPHAOP 0x0001
372 #define REAPPLY_ALL 0xFFFF
374 /* Advance declaration of structures to satisfy compiler */
375 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
376 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
377 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
378 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
380 /* Global variables */
381 extern const float identity[16];
383 /*****************************************************************************
384 * Compilable extra diagnostics
387 /* Trace information per-vertex: (extremely high amount of trace) */
388 #if 0 /* NOTE: Must be 0 in cvs */
389 # define VTRACE(A) TRACE A
390 #else
391 # define VTRACE(A)
392 #endif
394 /* Checking of per-vertex related GL calls */
395 /* --------------------- */
396 #define vcheckGLcall(A) \
398 GLint err = glGetError(); \
399 if (err == GL_NO_ERROR) { \
400 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
402 } else do { \
403 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
404 debug_glerror(err), err, A, __FILE__, __LINE__); \
405 err = glGetError(); \
406 } while (err != GL_NO_ERROR); \
409 /* TODO: Confirm each of these works when wined3d move completed */
410 #if 0 /* NOTE: Must be 0 in cvs */
411 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
412 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
413 is enabled, and if it doesn't exist it is disabled. */
414 # define FRAME_DEBUGGING
415 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
416 the file is deleted */
417 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
418 # define SINGLE_FRAME_DEBUGGING
419 # endif
420 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
421 It can only be enabled when FRAME_DEBUGGING is also enabled
422 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
423 array is drawn. */
424 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
425 # define SHOW_FRAME_MAKEUP 1
426 # endif
427 /* The following, when enabled, lets you see the makeup of the all the textures used during each
428 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
429 The contents of the textures assigned to each stage are written into
430 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
431 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
432 # define SHOW_TEXTURE_MAKEUP 0
433 # endif
434 extern BOOL isOn;
435 extern BOOL isDumpingFrames;
436 extern LONG primCounter;
437 #endif
439 /*****************************************************************************
440 * Prototypes
443 /* Routine common to the draw primitive and draw indexed primitive routines */
444 void drawPrimitive(IWineD3DDevice *iface,
445 int PrimitiveType,
446 long NumPrimitives,
447 /* for Indexed: */
448 long StartVertexIndex,
449 UINT numberOfVertices,
450 long StartIdx,
451 short idxBytes,
452 const void *idxData,
453 int minIndex);
455 void primitiveDeclarationConvertToStridedData(
456 IWineD3DDevice *iface,
457 BOOL useVertexShaderFunction,
458 WineDirect3DVertexStridedData *strided,
459 BOOL *fixup);
461 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
463 typedef void (*glAttribFunc)(void *data);
464 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
465 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
466 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
467 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
468 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
470 #define eps 1e-8
472 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
473 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
475 void depth_copy(IWineD3DDevice *iface);
477 /* Routines and structures related to state management */
478 typedef struct WineD3DContext WineD3DContext;
479 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
481 #define STATE_RENDER(a) (a)
482 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
484 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
485 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
487 /* + 1 because samplers start with 0 */
488 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
489 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
491 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
492 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
494 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
495 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
497 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
498 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
499 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
500 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
502 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
503 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
505 #define STATE_VSHADER (STATE_VDECL + 1)
506 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
508 #define STATE_VIEWPORT (STATE_VSHADER + 1)
509 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
511 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
512 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
513 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
514 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
516 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
517 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
519 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
520 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
522 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
523 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
525 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
527 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
529 #define STATE_HIGHEST (STATE_FRONTFACE)
531 struct StateEntry
533 DWORD representative;
534 APPLYSTATEFUNC apply;
537 struct StateEntryTemplate
539 DWORD state;
540 struct StateEntry content;
541 GL_SupportedExt extension;
544 struct fragment_caps {
545 DWORD PrimitiveMiscCaps;
547 DWORD TextureOpCaps;
548 DWORD MaxTextureBlendStages;
549 DWORD MaxSimultaneousTextures;
552 struct fragment_pipeline {
553 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
554 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
555 HRESULT (*alloc_private)(IWineD3DDevice *iface);
556 void (*free_private)(IWineD3DDevice *iface);
557 const struct StateEntryTemplate *states;
560 extern const struct StateEntryTemplate misc_state_template[];
561 extern const struct StateEntryTemplate ffp_vertexstate_template[];
562 extern const struct fragment_pipeline ffp_fragment_pipeline;
563 extern const struct fragment_pipeline atifs_fragment_pipeline;
564 extern const struct fragment_pipeline nvts_fragment_pipeline;
565 extern const struct fragment_pipeline nvrc_fragment_pipeline;
567 /* "Base" state table */
568 void compile_state_table(struct StateEntry *StateTable,
569 APPLYSTATEFUNC **dev_multistate_funcs,
570 WineD3D_GL_Info *gl_info,
571 const struct StateEntryTemplate *vertex,
572 const struct fragment_pipeline *fragment,
573 const struct StateEntryTemplate *misc);
575 /* The new context manager that should deal with onscreen and offscreen rendering */
576 struct WineD3DContext {
577 /* State dirtification
578 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
579 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
580 * 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
581 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
583 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
584 DWORD numDirtyEntries;
585 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
587 IWineD3DSurface *surface;
588 DWORD tid; /* Thread ID which owns this context at the moment */
590 /* Stores some information about the context state for optimization */
591 GLint last_draw_buffer;
592 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
593 BOOL last_was_pshader;
594 BOOL last_was_vshader;
595 BOOL last_was_foggy_shader;
596 BOOL namedArraysLoaded, numberedArraysLoaded;
597 BOOL lastWasPow2Texture[MAX_TEXTURES];
598 GLenum tracking_parm; /* Which source is tracking current colour */
599 unsigned char num_untracked_materials;
600 GLenum untracked_materials[2];
601 BOOL last_was_blit, last_was_ckey;
602 UINT blit_w, blit_h;
603 char texShaderBumpMap;
604 BOOL fog_coord;
606 char *vshader_const_dirty, *pshader_const_dirty;
608 /* The actual opengl context */
609 HGLRC glCtx;
610 HWND win_handle;
611 HDC hdc;
612 HPBUFFERARB pbuffer;
613 BOOL isPBuffer;
614 GLint aux_buffers;
617 typedef enum ContextUsage {
618 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
619 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
620 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
621 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
622 } ContextUsage;
624 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
625 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
626 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
627 void apply_fbo_state(IWineD3DDevice *iface);
629 /* Macros for doing basic GPU detection based on opengl capabilities */
630 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
631 #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])
632 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
633 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
635 /* Default callbacks for implicit object destruction */
636 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
638 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
640 /*****************************************************************************
641 * Internal representation of a light
643 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
644 struct PLIGHTINFOEL {
645 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
646 DWORD OriginalIndex;
647 LONG glIndex;
648 BOOL changed;
649 BOOL enabledChanged;
650 BOOL enabled;
652 /* Converted parms to speed up swapping lights */
653 float lightPosn[4];
654 float lightDirn[4];
655 float exponent;
656 float cutoff;
658 struct list entry;
661 /* The default light parameters */
662 extern const WINED3DLIGHT WINED3D_default_light;
664 typedef struct WineD3D_PixelFormat
666 int iPixelFormat; /* WGL pixel format */
667 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
668 int redSize, greenSize, blueSize, alphaSize;
669 int depthSize, stencilSize;
670 BOOL windowDrawable;
671 BOOL pbufferDrawable;
672 BOOL doubleBuffer;
673 int auxBuffers;
674 int numSamples;
675 } WineD3D_PixelFormat;
677 /* The adapter structure */
678 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
679 struct WineD3DAdapter
681 UINT num;
682 BOOL opengl;
683 POINT monitorPoint;
684 WineD3D_GL_Info gl_info;
685 const char *driver;
686 const char *description;
687 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
688 int nCfgs;
689 WineD3D_PixelFormat *cfgs;
690 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
691 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
692 unsigned int UsedTextureRam;
695 extern BOOL InitAdapters(void);
696 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
697 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
699 /*****************************************************************************
700 * High order patch management
702 struct WineD3DRectPatch
704 UINT Handle;
705 float *mem;
706 WineDirect3DVertexStridedData strided;
707 WINED3DRECTPATCH_INFO RectPatchInfo;
708 float numSegs[4];
709 char has_normals, has_texcoords;
710 struct list entry;
713 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
715 enum projection_types
717 proj_none,
718 proj_count3,
719 proj_count4
722 /*****************************************************************************
723 * Fixed function pipeline replacements
725 struct texture_stage_op
727 WINED3DTEXTUREOP cop, aop;
728 DWORD carg1, carg2, carg0;
729 DWORD aarg1, aarg2, aarg0;
730 WINED3DFORMAT color_correction;
731 DWORD tex_type;
732 DWORD dst;
733 enum projection_types projected;
736 struct ffp_settings {
737 struct texture_stage_op op[MAX_TEXTURES];
738 enum {
739 FOG_OFF,
740 FOG_LINEAR,
741 FOG_EXP,
742 FOG_EXP2
743 } fog;
746 struct ffp_desc
748 struct ffp_settings settings;
749 struct list entry;
752 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
753 struct ffp_desc *find_ffp_shader(struct list *shaders, struct ffp_settings *settings);
754 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
756 /*****************************************************************************
757 * IWineD3D implementation structure
759 typedef struct IWineD3DImpl
761 /* IUnknown fields */
762 const IWineD3DVtbl *lpVtbl;
763 LONG ref; /* Note: Ref counting not required */
765 /* WineD3D Information */
766 IUnknown *parent;
767 UINT dxVersion;
768 } IWineD3DImpl;
770 extern const IWineD3DVtbl IWineD3D_Vtbl;
772 /* TODO: setup some flags in the registry to enable, disable pbuffer support
773 (since it will break quite a few things until contexts are managed properly!) */
774 extern BOOL pbuffer_support;
775 /* allocate one pbuffer per surface */
776 extern BOOL pbuffer_per_surface;
778 /* A helper function that dumps a resource list */
779 void dumpResources(struct list *list);
781 /*****************************************************************************
782 * IWineD3DDevice implementation structure
784 struct IWineD3DDeviceImpl
786 /* IUnknown fields */
787 const IWineD3DDeviceVtbl *lpVtbl;
788 LONG ref; /* Note: Ref counting not required */
790 /* WineD3D Information */
791 IUnknown *parent;
792 IWineD3D *wineD3D;
793 struct WineD3DAdapter *adapter;
795 /* Window styles to restore when switching fullscreen mode */
796 LONG style;
797 LONG exStyle;
799 /* X and GL Information */
800 GLint maxConcurrentLights;
801 GLenum offscreenBuffer;
803 /* Selected capabilities */
804 int vs_selected_mode;
805 int ps_selected_mode;
806 const shader_backend_t *shader_backend;
807 void *shader_priv;
808 void *fragment_priv;
809 struct StateEntry StateTable[STATE_HIGHEST + 1];
810 /* Array of functions for states which are handled by more than one pipeline part */
811 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
812 const struct fragment_pipeline *frag_pipe;
814 /* To store */
815 BOOL view_ident; /* true iff view matrix is identity */
816 BOOL untransformed;
817 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
818 unsigned char surface_alignment; /* Line Alignment of surfaces */
820 /* State block related */
821 BOOL isRecordingState;
822 IWineD3DStateBlockImpl *stateBlock;
823 IWineD3DStateBlockImpl *updateStateBlock;
824 BOOL isInDraw;
826 /* Internal use fields */
827 WINED3DDEVICE_CREATION_PARAMETERS createParms;
828 UINT adapterNo;
829 WINED3DDEVTYPE devType;
831 IWineD3DSwapChain **swapchains;
832 UINT NumberOfSwapChains;
834 struct list resources; /* a linked list to track resources created by the device */
835 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
836 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
838 /* Render Target Support */
839 IWineD3DSurface **render_targets;
840 IWineD3DSurface *auto_depth_stencil_buffer;
841 IWineD3DSurface **fbo_color_attachments;
842 IWineD3DSurface *fbo_depth_attachment;
844 IWineD3DSurface *stencilBufferTarget;
846 /* Caches to avoid unneeded context changes */
847 IWineD3DSurface *lastActiveRenderTarget;
848 IWineD3DSwapChain *lastActiveSwapChain;
850 /* palettes texture management */
851 UINT NumberOfPalettes;
852 PALETTEENTRY **palettes;
853 UINT currentPalette;
854 UINT paletteConversionShader;
856 /* For rendering to a texture using glCopyTexImage */
857 BOOL render_offscreen;
858 GLuint fbo;
859 GLuint src_fbo;
860 GLuint dst_fbo;
861 GLenum *draw_buffers;
862 GLuint depth_blt_texture;
863 GLuint depth_blt_rb;
864 UINT depth_blt_rb_w;
865 UINT depth_blt_rb_h;
867 /* Cursor management */
868 BOOL bCursorVisible;
869 UINT xHotSpot;
870 UINT yHotSpot;
871 UINT xScreenSpace;
872 UINT yScreenSpace;
873 UINT cursorWidth, cursorHeight;
874 GLuint cursorTexture;
875 BOOL haveHardwareCursor;
876 HCURSOR hardwareCursor;
878 /* The Wine logo surface */
879 IWineD3DSurface *logo_surface;
881 /* Textures for when no other textures are mapped */
882 UINT dummyTextureName[MAX_TEXTURES];
884 /* Debug stream management */
885 BOOL debug;
887 /* Device state management */
888 HRESULT state;
889 BOOL d3d_initialized;
891 /* A flag to check for proper BeginScene / EndScene call pairs */
892 BOOL inScene;
894 /* process vertex shaders using software or hardware */
895 BOOL softwareVertexProcessing;
897 /* DirectDraw stuff */
898 HWND ddraw_window;
899 IWineD3DSurface *ddraw_primary;
900 DWORD ddraw_width, ddraw_height;
901 WINED3DFORMAT ddraw_format;
902 BOOL ddraw_fullscreen;
904 /* Final position fixup constant */
905 float posFixup[4];
907 /* With register combiners we can skip junk texture stages */
908 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
909 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
910 BOOL fixed_function_usage_map[MAX_TEXTURES];
912 /* Stream source management */
913 WineDirect3DVertexStridedData strided_streams;
914 WineDirect3DVertexStridedData *up_strided;
915 BOOL useDrawStridedSlow;
916 BOOL instancedDraw;
918 /* Context management */
919 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
920 WineD3DContext *activeContext;
921 DWORD lastThread;
922 UINT numContexts;
923 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
924 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
926 /* High level patch management */
927 #define PATCHMAP_SIZE 43
928 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
929 struct list patches[PATCHMAP_SIZE];
930 struct WineD3DRectPatch *currentPatch;
933 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
935 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
936 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
937 float Z, DWORD Stencil);
938 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
939 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
940 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
941 DWORD idx = state >> 5;
942 BYTE shift = state & 0x1f;
943 return context->isStateDirty[idx] & (1 << shift);
946 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
947 typedef struct PrivateData
949 struct list entry;
951 GUID tag;
952 DWORD flags; /* DDSPD_* */
953 DWORD uniqueness_value;
955 union
957 LPVOID data;
958 LPUNKNOWN object;
959 } ptr;
961 DWORD size;
962 } PrivateData;
964 /*****************************************************************************
965 * IWineD3DResource implementation structure
967 typedef struct IWineD3DResourceClass
969 /* IUnknown fields */
970 LONG ref; /* Note: Ref counting not required */
972 /* WineD3DResource Information */
973 IUnknown *parent;
974 WINED3DRESOURCETYPE resourceType;
975 IWineD3DDeviceImpl *wineD3DDevice;
976 WINED3DPOOL pool;
977 UINT size;
978 DWORD usage;
979 WINED3DFORMAT format;
980 BYTE *allocatedMemory; /* Pointer to the real data location */
981 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
982 struct list privateData;
983 struct list resource_list_entry;
985 } IWineD3DResourceClass;
987 typedef struct IWineD3DResourceImpl
989 /* IUnknown & WineD3DResource Information */
990 const IWineD3DResourceVtbl *lpVtbl;
991 IWineD3DResourceClass resource;
992 } IWineD3DResourceImpl;
994 /* Tests show that the start address of resources is 32 byte aligned */
995 #define RESOURCE_ALIGNMENT 32
997 /*****************************************************************************
998 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1000 enum vbo_conversion_type {
1001 CONV_NONE = 0,
1002 CONV_D3DCOLOR = 1,
1003 CONV_POSITIONT = 2,
1004 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1006 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1007 * fixed function semantics as D3DCOLOR or FLOAT16
1011 typedef struct IWineD3DVertexBufferImpl
1013 /* IUnknown & WineD3DResource Information */
1014 const IWineD3DVertexBufferVtbl *lpVtbl;
1015 IWineD3DResourceClass resource;
1017 /* WineD3DVertexBuffer specifics */
1018 DWORD fvf;
1020 /* Vertex buffer object support */
1021 GLuint vbo;
1022 BYTE Flags;
1023 LONG bindCount;
1024 LONG vbo_size;
1025 GLenum vbo_usage;
1027 UINT dirtystart, dirtyend;
1028 LONG lockcount;
1030 LONG declChanges, draws;
1031 /* Last description of the buffer */
1032 DWORD stride; /* 0 if no conversion */
1033 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1035 /* Extra load offsets, for FLOAT16 conversion */
1036 DWORD *conv_shift; /* NULL if no shifted conversion */
1037 DWORD conv_stride; /* 0 if no shifted conversion */
1038 } IWineD3DVertexBufferImpl;
1040 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1042 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1043 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1044 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1045 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1047 /*****************************************************************************
1048 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1050 typedef struct IWineD3DIndexBufferImpl
1052 /* IUnknown & WineD3DResource Information */
1053 const IWineD3DIndexBufferVtbl *lpVtbl;
1054 IWineD3DResourceClass resource;
1056 GLuint vbo;
1057 UINT dirtystart, dirtyend;
1058 LONG lockcount;
1060 /* WineD3DVertexBuffer specifics */
1061 } IWineD3DIndexBufferImpl;
1063 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1065 /*****************************************************************************
1066 * IWineD3DBaseTexture D3D- > openGL state map lookups
1068 #define WINED3DFUNC_NOTSUPPORTED -2
1069 #define WINED3DFUNC_UNIMPLEMENTED -1
1071 typedef enum winetexturestates {
1072 WINED3DTEXSTA_ADDRESSU = 0,
1073 WINED3DTEXSTA_ADDRESSV = 1,
1074 WINED3DTEXSTA_ADDRESSW = 2,
1075 WINED3DTEXSTA_BORDERCOLOR = 3,
1076 WINED3DTEXSTA_MAGFILTER = 4,
1077 WINED3DTEXSTA_MINFILTER = 5,
1078 WINED3DTEXSTA_MIPFILTER = 6,
1079 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1080 WINED3DTEXSTA_MAXANISOTROPY = 8,
1081 WINED3DTEXSTA_SRGBTEXTURE = 9,
1082 WINED3DTEXSTA_ELEMENTINDEX = 10,
1083 WINED3DTEXSTA_DMAPOFFSET = 11,
1084 WINED3DTEXSTA_TSSADDRESSW = 12,
1085 MAX_WINETEXTURESTATES = 13,
1086 } winetexturestates;
1088 /*****************************************************************************
1089 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1091 typedef struct IWineD3DBaseTextureClass
1093 UINT levels;
1094 BOOL dirty;
1095 UINT textureName;
1096 UINT LOD;
1097 WINED3DTEXTUREFILTERTYPE filterType;
1098 DWORD states[MAX_WINETEXTURESTATES];
1099 LONG bindCount;
1100 DWORD sampler;
1101 BOOL is_srgb;
1102 UINT srgb_mode_change_count;
1103 WINED3DFORMAT shader_conversion_group;
1104 float pow2Matrix[16];
1105 minMipLookup_t *minMipLookup;
1106 magLookup_t *magLookup;
1107 } IWineD3DBaseTextureClass;
1109 typedef struct IWineD3DBaseTextureImpl
1111 /* IUnknown & WineD3DResource Information */
1112 const IWineD3DBaseTextureVtbl *lpVtbl;
1113 IWineD3DResourceClass resource;
1114 IWineD3DBaseTextureClass baseTexture;
1116 } IWineD3DBaseTextureImpl;
1118 /*****************************************************************************
1119 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1121 typedef struct IWineD3DTextureImpl
1123 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1124 const IWineD3DTextureVtbl *lpVtbl;
1125 IWineD3DResourceClass resource;
1126 IWineD3DBaseTextureClass baseTexture;
1128 /* IWineD3DTexture */
1129 IWineD3DSurface *surfaces[MAX_LEVELS];
1131 UINT width;
1132 UINT height;
1133 UINT target;
1134 BOOL cond_np2;
1136 } IWineD3DTextureImpl;
1138 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1140 /*****************************************************************************
1141 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1143 typedef struct IWineD3DCubeTextureImpl
1145 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1146 const IWineD3DCubeTextureVtbl *lpVtbl;
1147 IWineD3DResourceClass resource;
1148 IWineD3DBaseTextureClass baseTexture;
1150 /* IWineD3DCubeTexture */
1151 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1153 UINT edgeLength;
1154 } IWineD3DCubeTextureImpl;
1156 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1158 typedef struct _WINED3DVOLUMET_DESC
1160 UINT Width;
1161 UINT Height;
1162 UINT Depth;
1163 } WINED3DVOLUMET_DESC;
1165 /*****************************************************************************
1166 * IWineD3DVolume implementation structure (extends IUnknown)
1168 typedef struct IWineD3DVolumeImpl
1170 /* IUnknown & WineD3DResource fields */
1171 const IWineD3DVolumeVtbl *lpVtbl;
1172 IWineD3DResourceClass resource;
1174 /* WineD3DVolume Information */
1175 WINED3DVOLUMET_DESC currentDesc;
1176 IWineD3DBase *container;
1177 UINT bytesPerPixel;
1179 BOOL lockable;
1180 BOOL locked;
1181 WINED3DBOX lockedBox;
1182 WINED3DBOX dirtyBox;
1183 BOOL dirty;
1186 } IWineD3DVolumeImpl;
1188 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1190 /*****************************************************************************
1191 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1193 typedef struct IWineD3DVolumeTextureImpl
1195 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1196 const IWineD3DVolumeTextureVtbl *lpVtbl;
1197 IWineD3DResourceClass resource;
1198 IWineD3DBaseTextureClass baseTexture;
1200 /* IWineD3DVolumeTexture */
1201 IWineD3DVolume *volumes[MAX_LEVELS];
1203 UINT width;
1204 UINT height;
1205 UINT depth;
1206 } IWineD3DVolumeTextureImpl;
1208 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1210 typedef struct _WINED3DSURFACET_DESC
1212 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1213 DWORD MultiSampleQuality;
1214 UINT Width;
1215 UINT Height;
1216 } WINED3DSURFACET_DESC;
1218 /*****************************************************************************
1219 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1221 typedef struct wineD3DSurface_DIB {
1222 HBITMAP DIBsection;
1223 void* bitmap_data;
1224 UINT bitmap_size;
1225 HGDIOBJ holdbitmap;
1226 BOOL client_memory;
1227 } wineD3DSurface_DIB;
1229 typedef struct {
1230 struct list entry;
1231 GLuint id;
1232 UINT width;
1233 UINT height;
1234 } renderbuffer_entry_t;
1236 /*****************************************************************************
1237 * IWineD3DClipp implementation structure
1239 typedef struct IWineD3DClipperImpl
1241 const IWineD3DClipperVtbl *lpVtbl;
1242 LONG ref;
1244 IUnknown *Parent;
1245 HWND hWnd;
1246 } IWineD3DClipperImpl;
1249 /*****************************************************************************
1250 * IWineD3DSurface implementation structure
1252 struct IWineD3DSurfaceImpl
1254 /* IUnknown & IWineD3DResource Information */
1255 const IWineD3DSurfaceVtbl *lpVtbl;
1256 IWineD3DResourceClass resource;
1258 /* IWineD3DSurface fields */
1259 IWineD3DBase *container;
1260 WINED3DSURFACET_DESC currentDesc;
1261 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1262 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1264 UINT bytesPerPixel;
1266 /* TODO: move this off into a management class(maybe!) */
1267 DWORD Flags;
1269 UINT pow2Width;
1270 UINT pow2Height;
1272 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1273 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1275 /* Oversized texture */
1276 RECT glRect;
1278 /* PBO */
1279 GLuint pbo;
1281 RECT lockedRect;
1282 RECT dirtyRect;
1283 int lockCount;
1284 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1286 glDescriptor glDescription;
1287 BOOL srgb;
1289 /* For GetDC */
1290 wineD3DSurface_DIB dib;
1291 HDC hDC;
1293 /* Color keys for DDraw */
1294 WINEDDCOLORKEY DestBltCKey;
1295 WINEDDCOLORKEY DestOverlayCKey;
1296 WINEDDCOLORKEY SrcOverlayCKey;
1297 WINEDDCOLORKEY SrcBltCKey;
1298 DWORD CKeyFlags;
1300 WINEDDCOLORKEY glCKey;
1302 struct list renderbuffers;
1303 renderbuffer_entry_t *current_renderbuffer;
1305 /* DirectDraw clippers */
1306 IWineD3DClipper *clipper;
1309 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1310 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1312 /* Predeclare the shared Surface functions */
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1314 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1320 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1321 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1322 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1333 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1339 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1340 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1341 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1342 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1346 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1348 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1350 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1351 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1352 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1353 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1355 /* Surface flags: */
1356 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1357 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1358 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1359 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1360 #define SFLAG_DISCARD 0x00000010 /* ??? */
1361 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1362 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1363 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1364 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1365 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1366 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1367 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1368 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1369 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1370 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1371 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1372 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1373 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1374 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1375 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1376 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1377 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1379 /* In some conditions the surface memory must not be freed:
1380 * SFLAG_OVERSIZE: Not all data can be kept in GL
1381 * SFLAG_CONVERTED: Converting the data back would take too long
1382 * SFLAG_DIBSECTION: The dib code manages the memory
1383 * SFLAG_LOCKED: The app requires access to the surface data
1384 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1385 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1386 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1387 * SFLAG_CLIENT: OpenGL uses our memory as backup
1389 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1390 SFLAG_CONVERTED | \
1391 SFLAG_DIBSECTION | \
1392 SFLAG_LOCKED | \
1393 SFLAG_DYNLOCK | \
1394 SFLAG_DYNCHANGE | \
1395 SFLAG_USERPTR | \
1396 SFLAG_PBO | \
1397 SFLAG_CLIENT)
1399 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1400 SFLAG_INTEXTURE | \
1401 SFLAG_INDRAWABLE)
1403 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1404 SFLAG_DS_OFFSCREEN)
1406 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1408 typedef enum {
1409 NO_CONVERSION,
1410 CONVERT_PALETTED,
1411 CONVERT_PALETTED_CK,
1412 CONVERT_CK_565,
1413 CONVERT_CK_5551,
1414 CONVERT_CK_4444,
1415 CONVERT_CK_4444_ARGB,
1416 CONVERT_CK_1555,
1417 CONVERT_555,
1418 CONVERT_CK_RGB24,
1419 CONVERT_CK_8888,
1420 CONVERT_CK_8888_ARGB,
1421 CONVERT_RGB32_888,
1422 CONVERT_V8U8,
1423 CONVERT_L6V5U5,
1424 CONVERT_X8L8V8U8,
1425 CONVERT_Q8W8V8U8,
1426 CONVERT_V16U16,
1427 CONVERT_A4L4,
1428 CONVERT_R32F,
1429 CONVERT_R16F,
1430 CONVERT_G16R16,
1431 } CONVERT_TYPES;
1433 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1435 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1437 /*****************************************************************************
1438 * IWineD3DVertexDeclaration implementation structure
1440 typedef struct attrib_declaration {
1441 DWORD usage;
1442 DWORD idx;
1443 } attrib_declaration;
1445 #define MAX_ATTRIBS 16
1447 typedef struct IWineD3DVertexDeclarationImpl {
1448 /* IUnknown Information */
1449 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1450 LONG ref;
1452 IUnknown *parent;
1453 IWineD3DDeviceImpl *wineD3DDevice;
1455 WINED3DVERTEXELEMENT *pDeclarationWine;
1456 UINT declarationWNumElements;
1458 DWORD streams[MAX_STREAMS];
1459 UINT num_streams;
1460 BOOL position_transformed;
1461 BOOL half_float_conv_needed;
1463 /* Ordered array of declaration types that need swizzling in a vshader */
1464 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1465 UINT num_swizzled_attribs;
1466 } IWineD3DVertexDeclarationImpl;
1468 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1470 /*****************************************************************************
1471 * IWineD3DStateBlock implementation structure
1474 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1475 /* Note: Very long winded but gl Lists are not flexible enough */
1476 /* to resolve everything we need, so doing it manually for now */
1477 typedef struct SAVEDSTATES {
1478 BOOL indices;
1479 BOOL material;
1480 BOOL fvf;
1481 BOOL streamSource[MAX_STREAMS];
1482 BOOL streamFreq[MAX_STREAMS];
1483 BOOL textures[MAX_COMBINED_SAMPLERS];
1484 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1485 BOOL viewport;
1486 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1487 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1488 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1489 BOOL clipplane[MAX_CLIPPLANES];
1490 BOOL vertexDecl;
1491 BOOL pixelShader;
1492 BOOL pixelShaderConstantsB[MAX_CONST_B];
1493 BOOL pixelShaderConstantsI[MAX_CONST_I];
1494 BOOL *pixelShaderConstantsF;
1495 BOOL vertexShader;
1496 BOOL vertexShaderConstantsB[MAX_CONST_B];
1497 BOOL vertexShaderConstantsI[MAX_CONST_I];
1498 BOOL *vertexShaderConstantsF;
1499 BOOL scissorRect;
1500 } SAVEDSTATES;
1502 typedef struct {
1503 struct list entry;
1504 DWORD count;
1505 DWORD idx[13];
1506 } constants_entry;
1508 struct StageState {
1509 DWORD stage;
1510 DWORD state;
1513 struct IWineD3DStateBlockImpl
1515 /* IUnknown fields */
1516 const IWineD3DStateBlockVtbl *lpVtbl;
1517 LONG ref; /* Note: Ref counting not required */
1519 /* IWineD3DStateBlock information */
1520 IUnknown *parent;
1521 IWineD3DDeviceImpl *wineD3DDevice;
1522 WINED3DSTATEBLOCKTYPE blockType;
1524 /* Array indicating whether things have been set or changed */
1525 SAVEDSTATES changed;
1526 struct list set_vconstantsF;
1527 struct list set_pconstantsF;
1529 /* Drawing - Vertex Shader or FVF related */
1530 DWORD fvf;
1531 /* Vertex Shader Declaration */
1532 IWineD3DVertexDeclaration *vertexDecl;
1534 IWineD3DVertexShader *vertexShader;
1536 /* Vertex Shader Constants */
1537 BOOL vertexShaderConstantB[MAX_CONST_B];
1538 INT vertexShaderConstantI[MAX_CONST_I * 4];
1539 float *vertexShaderConstantF;
1541 /* Stream Source */
1542 BOOL streamIsUP;
1543 UINT streamStride[MAX_STREAMS];
1544 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1545 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1546 UINT streamFreq[MAX_STREAMS + 1];
1547 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1549 /* Indices */
1550 IWineD3DIndexBuffer* pIndexData;
1551 INT baseVertexIndex;
1552 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1554 /* Transform */
1555 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1557 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1558 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1559 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1560 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1561 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1563 /* Clipping */
1564 double clipplane[MAX_CLIPPLANES][4];
1565 WINED3DCLIPSTATUS clip_status;
1567 /* ViewPort */
1568 WINED3DVIEWPORT viewport;
1570 /* Material */
1571 WINED3DMATERIAL material;
1573 /* Pixel Shader */
1574 IWineD3DPixelShader *pixelShader;
1576 /* Pixel Shader Constants */
1577 BOOL pixelShaderConstantB[MAX_CONST_B];
1578 INT pixelShaderConstantI[MAX_CONST_I * 4];
1579 float *pixelShaderConstantF;
1581 /* RenderState */
1582 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1584 /* Texture */
1585 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1586 int textureDimensions[MAX_COMBINED_SAMPLERS];
1588 /* Texture State Stage */
1589 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1590 DWORD lowest_disabled_stage;
1591 /* Sampler States */
1592 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1594 /* Scissor test rectangle */
1595 RECT scissorRect;
1597 /* Contained state management */
1598 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1599 unsigned int num_contained_render_states;
1600 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1601 unsigned int num_contained_transform_states;
1602 DWORD contained_vs_consts_i[MAX_CONST_I];
1603 unsigned int num_contained_vs_consts_i;
1604 DWORD contained_vs_consts_b[MAX_CONST_B];
1605 unsigned int num_contained_vs_consts_b;
1606 DWORD *contained_vs_consts_f;
1607 unsigned int num_contained_vs_consts_f;
1608 DWORD contained_ps_consts_i[MAX_CONST_I];
1609 unsigned int num_contained_ps_consts_i;
1610 DWORD contained_ps_consts_b[MAX_CONST_B];
1611 unsigned int num_contained_ps_consts_b;
1612 DWORD *contained_ps_consts_f;
1613 unsigned int num_contained_ps_consts_f;
1614 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1615 unsigned int num_contained_tss_states;
1616 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1617 unsigned int num_contained_sampler_states;
1620 extern void stateblock_savedstates_set(
1621 IWineD3DStateBlock* iface,
1622 SAVEDSTATES* states,
1623 BOOL value);
1625 extern void stateblock_savedstates_copy(
1626 IWineD3DStateBlock* iface,
1627 SAVEDSTATES* dest,
1628 SAVEDSTATES* source);
1630 extern void stateblock_copy(
1631 IWineD3DStateBlock* destination,
1632 IWineD3DStateBlock* source);
1634 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1636 /* Direct3D terminology with little modifications. We do not have an issued state
1637 * because only the driver knows about it, but we have a created state because d3d
1638 * allows GetData on a created issue, but opengl doesn't
1640 enum query_state {
1641 QUERY_CREATED,
1642 QUERY_SIGNALLED,
1643 QUERY_BUILDING
1645 /*****************************************************************************
1646 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1648 typedef struct IWineD3DQueryImpl
1650 const IWineD3DQueryVtbl *lpVtbl;
1651 LONG ref; /* Note: Ref counting not required */
1653 IUnknown *parent;
1654 /*TODO: replace with iface usage */
1655 #if 0
1656 IWineD3DDevice *wineD3DDevice;
1657 #else
1658 IWineD3DDeviceImpl *wineD3DDevice;
1659 #endif
1661 /* IWineD3DQuery fields */
1662 enum query_state state;
1663 WINED3DQUERYTYPE type;
1664 /* TODO: Think about using a IUnknown instead of a void* */
1665 void *extendedData;
1668 } IWineD3DQueryImpl;
1670 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1671 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1672 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1674 /* Datastructures for IWineD3DQueryImpl.extendedData */
1675 typedef struct WineQueryOcclusionData {
1676 GLuint queryId;
1677 WineD3DContext *ctx;
1678 } WineQueryOcclusionData;
1680 typedef struct WineQueryEventData {
1681 GLuint fenceId;
1682 WineD3DContext *ctx;
1683 } WineQueryEventData;
1685 /*****************************************************************************
1686 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1689 typedef struct IWineD3DSwapChainImpl
1691 /*IUnknown part*/
1692 const IWineD3DSwapChainVtbl *lpVtbl;
1693 LONG ref; /* Note: Ref counting not required */
1695 IUnknown *parent;
1696 IWineD3DDeviceImpl *wineD3DDevice;
1698 /* IWineD3DSwapChain fields */
1699 IWineD3DSurface **backBuffer;
1700 IWineD3DSurface *frontBuffer;
1701 BOOL wantsDepthStencilBuffer;
1702 WINED3DPRESENT_PARAMETERS presentParms;
1703 DWORD orig_width, orig_height;
1704 WINED3DFORMAT orig_fmt;
1705 WINED3DGAMMARAMP orig_gamma;
1707 long prev_time, frames; /* Performance tracking */
1708 unsigned int vSyncCounter;
1710 WineD3DContext **context; /* Later a array for multithreading */
1711 unsigned int num_contexts;
1713 HWND win_handle;
1714 } IWineD3DSwapChainImpl;
1716 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1718 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1720 /*****************************************************************************
1721 * Utility function prototypes
1724 /* Trace routines */
1725 const char* debug_d3dformat(WINED3DFORMAT fmt);
1726 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1727 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1728 const char* debug_d3dusage(DWORD usage);
1729 const char* debug_d3dusagequery(DWORD usagequery);
1730 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1731 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1732 const char* debug_d3ddeclusage(BYTE usage);
1733 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1734 const char* debug_d3drenderstate(DWORD state);
1735 const char* debug_d3dsamplerstate(DWORD state);
1736 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1737 const char* debug_d3dtexturestate(DWORD state);
1738 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1739 const char* debug_d3dpool(WINED3DPOOL pool);
1740 const char *debug_fbostatus(GLenum status);
1741 const char *debug_glerror(GLenum error);
1742 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1743 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1744 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1746 /* Routines for GL <-> D3D values */
1747 GLenum StencilOp(DWORD op);
1748 GLenum CompareFunc(DWORD func);
1749 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1750 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1751 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1752 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1753 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1754 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1755 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1757 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1758 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1759 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1760 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1762 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1763 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1765 /* Math utils */
1766 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1767 unsigned int count_bits(unsigned int mask);
1769 /*****************************************************************************
1770 * To enable calling of inherited functions, requires prototypes
1772 * Note: Only require classes which are subclassed, ie resource, basetexture,
1774 /*** IUnknown methods ***/
1775 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1776 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1777 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1778 /*** IWineD3DResource methods ***/
1779 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1780 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1781 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1782 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1783 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1784 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1785 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1786 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1787 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1788 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1789 /*** class static members ***/
1790 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1792 /*** IUnknown methods ***/
1793 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1794 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1795 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1796 /*** IWineD3DResource methods ***/
1797 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1798 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1799 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1800 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1801 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1802 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1803 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1804 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1805 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1806 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1807 /*** IWineD3DBaseTexture methods ***/
1808 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1809 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1810 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1811 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1812 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1813 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1814 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1815 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1817 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1818 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1819 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1820 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1821 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1822 /*** class static members ***/
1823 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1825 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1827 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1828 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1829 * used if the user is using GLSL shaders. */
1830 struct glsl_shader_prog_link {
1831 struct list vshader_entry;
1832 struct list pshader_entry;
1833 GLhandleARB programId;
1834 GLhandleARB *vuniformF_locations;
1835 GLhandleARB *puniformF_locations;
1836 GLhandleARB vuniformI_locations[MAX_CONST_I];
1837 GLhandleARB puniformI_locations[MAX_CONST_I];
1838 GLhandleARB posFixup_location;
1839 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1840 GLhandleARB luminancescale_location[MAX_TEXTURES];
1841 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1842 GLhandleARB srgb_comparison_location;
1843 GLhandleARB srgb_mul_low_location;
1844 GLhandleARB ycorrection_location;
1845 GLenum vertex_color_clamp;
1846 GLhandleARB vshader;
1847 GLhandleARB pshader;
1850 typedef struct {
1851 GLhandleARB vshader;
1852 GLhandleARB pshader;
1853 } glsl_program_key_t;
1855 /* TODO: Make this dynamic, based on shader limits ? */
1856 #define MAX_REG_ADDR 1
1857 #define MAX_REG_TEMP 32
1858 #define MAX_REG_TEXCRD 8
1859 #define MAX_REG_INPUT 12
1860 #define MAX_REG_OUTPUT 12
1861 #define MAX_CONST_I 16
1862 #define MAX_CONST_B 16
1864 /* FIXME: This needs to go up to 2048 for
1865 * Shader model 3 according to msdn (and for software shaders) */
1866 #define MAX_LABELS 16
1868 typedef struct semantic {
1869 DWORD usage;
1870 DWORD reg;
1871 } semantic;
1873 typedef struct local_constant {
1874 struct list entry;
1875 unsigned int idx;
1876 DWORD value[4];
1877 } local_constant;
1879 typedef struct shader_reg_maps {
1881 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1882 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1883 char address[MAX_REG_ADDR]; /* vertex */
1884 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1885 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1886 char attributes[MAX_ATTRIBS]; /* vertex */
1887 char labels[MAX_LABELS]; /* pixel, vertex */
1888 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1890 /* Sampler usage tokens
1891 * Use 0 as default (bit 31 is always 1 on a valid token) */
1892 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1893 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1894 char usesnrm, vpos, usesdsy;
1895 char usesrelconstF;
1897 /* Whether or not loops are used in this shader, and nesting depth */
1898 unsigned loop_depth;
1900 /* Whether or not this shader uses fog */
1901 char fog;
1903 } shader_reg_maps;
1905 /* Undocumented opcode controls */
1906 #define INST_CONTROLS_SHIFT 16
1907 #define INST_CONTROLS_MASK 0x00ff0000
1909 typedef enum COMPARISON_TYPE {
1910 COMPARISON_GT = 1,
1911 COMPARISON_EQ = 2,
1912 COMPARISON_GE = 3,
1913 COMPARISON_LT = 4,
1914 COMPARISON_NE = 5,
1915 COMPARISON_LE = 6
1916 } COMPARISON_TYPE;
1918 typedef struct SHADER_OPCODE {
1919 unsigned int opcode;
1920 const char* name;
1921 const char* glname;
1922 char dst_token;
1923 CONST UINT num_params;
1924 SHADER_HANDLER hw_fct;
1925 SHADER_HANDLER hw_glsl_fct;
1926 DWORD min_version;
1927 DWORD max_version;
1928 } SHADER_OPCODE;
1930 typedef struct SHADER_OPCODE_ARG {
1931 IWineD3DBaseShader* shader;
1932 shader_reg_maps* reg_maps;
1933 CONST SHADER_OPCODE* opcode;
1934 DWORD opcode_token;
1935 DWORD dst;
1936 DWORD dst_addr;
1937 DWORD predicate;
1938 DWORD src[4];
1939 DWORD src_addr[4];
1940 SHADER_BUFFER* buffer;
1941 } SHADER_OPCODE_ARG;
1943 typedef struct SHADER_LIMITS {
1944 unsigned int temporary;
1945 unsigned int texcoord;
1946 unsigned int sampler;
1947 unsigned int constant_int;
1948 unsigned int constant_float;
1949 unsigned int constant_bool;
1950 unsigned int address;
1951 unsigned int packed_output;
1952 unsigned int packed_input;
1953 unsigned int attributes;
1954 unsigned int label;
1955 } SHADER_LIMITS;
1957 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1958 maintain state information between multiple codes */
1959 typedef struct SHADER_PARSE_STATE {
1960 unsigned int current_row;
1961 DWORD texcoord_w[2];
1962 } SHADER_PARSE_STATE;
1964 #ifdef __GNUC__
1965 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1966 #else
1967 #define PRINTF_ATTR(fmt,args)
1968 #endif
1970 /* Base Shader utility functions.
1971 * (may move callers into the same file in the future) */
1972 extern int shader_addline(
1973 SHADER_BUFFER* buffer,
1974 const char* fmt, ...) PRINTF_ATTR(2,3);
1976 extern const SHADER_OPCODE* shader_get_opcode(
1977 IWineD3DBaseShader *iface,
1978 const DWORD code);
1980 /* Vertex shader utility functions */
1981 extern BOOL vshader_get_input(
1982 IWineD3DVertexShader* iface,
1983 BYTE usage_req, BYTE usage_idx_req,
1984 unsigned int* regnum);
1986 extern BOOL vshader_input_is_color(
1987 IWineD3DVertexShader* iface,
1988 unsigned int regnum);
1990 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1992 /* ARB_[vertex/fragment]_program helper functions */
1993 extern void shader_arb_load_constants(
1994 IWineD3DDevice* device,
1995 char usePixelShader,
1996 char useVertexShader);
1998 /* ARB shader program Prototypes */
1999 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2001 /* ARB pixel shader prototypes */
2002 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2011 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2012 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2013 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2014 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2015 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2016 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2017 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2018 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2019 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2020 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2021 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2022 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2023 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2024 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2026 /* ARB vertex / pixel shader common prototypes */
2027 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2028 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2029 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2031 /* ARB vertex shader prototypes */
2032 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2033 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2035 /* GLSL helper functions */
2036 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2037 extern void shader_glsl_load_constants(
2038 IWineD3DDevice* device,
2039 char usePixelShader,
2040 char useVertexShader);
2042 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2043 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2058 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2059 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2060 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2061 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2062 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2078 /** GLSL Pixel Shader Prototypes */
2079 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2082 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2083 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2084 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2085 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2086 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2087 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2088 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2089 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2090 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2091 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2092 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2093 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2094 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2095 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2096 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2097 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2098 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2099 extern void pshader_glsl_input_pack(
2100 SHADER_BUFFER* buffer,
2101 semantic* semantics_out,
2102 IWineD3DPixelShader *iface);
2104 /*****************************************************************************
2105 * IDirect3DBaseShader implementation structure
2107 typedef struct IWineD3DBaseShaderClass
2109 LONG ref;
2110 DWORD hex_version;
2111 SHADER_LIMITS limits;
2112 SHADER_PARSE_STATE parse_state;
2113 CONST SHADER_OPCODE *shader_ins;
2114 DWORD *function;
2115 UINT functionLength;
2116 GLuint prgId;
2117 BOOL is_compiled;
2118 UINT cur_loop_depth, cur_loop_regno;
2119 BOOL load_local_constsF;
2121 /* Type of shader backend */
2122 int shader_mode;
2124 /* Programs this shader is linked with */
2125 struct list linked_programs;
2127 /* Immediate constants (override global ones) */
2128 struct list constantsB;
2129 struct list constantsF;
2130 struct list constantsI;
2131 shader_reg_maps reg_maps;
2133 /* Pixel formats of sampled textures, for format conversion. This
2134 * represents the formats found during compilation, it is not initialized
2135 * on the first parser pass. It is needed to check if the shader
2136 * needs recompilation to adjust the format conversion
2138 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2139 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2140 UINT num_sampled_samplers;
2142 UINT recompile_count;
2144 /* Pointer to the parent device */
2145 IWineD3DDevice *device;
2146 struct list shader_list_entry;
2148 } IWineD3DBaseShaderClass;
2150 typedef struct IWineD3DBaseShaderImpl {
2151 /* IUnknown */
2152 const IWineD3DBaseShaderVtbl *lpVtbl;
2154 /* IWineD3DBaseShader */
2155 IWineD3DBaseShaderClass baseShader;
2156 } IWineD3DBaseShaderImpl;
2158 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2159 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2160 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2162 extern HRESULT shader_get_registers_used(
2163 IWineD3DBaseShader *iface,
2164 shader_reg_maps* reg_maps,
2165 semantic* semantics_in,
2166 semantic* semantics_out,
2167 CONST DWORD* pToken,
2168 IWineD3DStateBlockImpl *stateBlock);
2170 extern void shader_generate_glsl_declarations(
2171 IWineD3DBaseShader *iface,
2172 shader_reg_maps* reg_maps,
2173 SHADER_BUFFER* buffer,
2174 WineD3D_GL_Info* gl_info);
2176 extern void shader_generate_arb_declarations(
2177 IWineD3DBaseShader *iface,
2178 shader_reg_maps* reg_maps,
2179 SHADER_BUFFER* buffer,
2180 WineD3D_GL_Info* gl_info);
2182 extern void shader_generate_main(
2183 IWineD3DBaseShader *iface,
2184 SHADER_BUFFER* buffer,
2185 shader_reg_maps* reg_maps,
2186 CONST DWORD* pFunction);
2188 extern void shader_dump_ins_modifiers(
2189 const DWORD output);
2191 extern void shader_dump_param(
2192 IWineD3DBaseShader *iface,
2193 const DWORD param,
2194 const DWORD addr_token,
2195 int input);
2197 extern void shader_trace_init(
2198 IWineD3DBaseShader *iface,
2199 const DWORD* pFunction);
2201 extern int shader_get_param(
2202 IWineD3DBaseShader* iface,
2203 const DWORD* pToken,
2204 DWORD* param,
2205 DWORD* addr_token);
2207 extern int shader_skip_unrecognized(
2208 IWineD3DBaseShader* iface,
2209 const DWORD* pToken);
2211 extern void print_glsl_info_log(
2212 WineD3D_GL_Info *gl_info,
2213 GLhandleARB obj);
2215 static inline int shader_get_regtype(const DWORD param) {
2216 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2217 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2220 static inline int shader_get_writemask(const DWORD param) {
2221 return param & WINED3DSP_WRITEMASK_ALL;
2224 extern unsigned int shader_get_float_offset(const DWORD reg);
2226 static inline BOOL shader_is_pshader_version(DWORD token) {
2227 return 0xFFFF0000 == (token & 0xFFFF0000);
2230 static inline BOOL shader_is_vshader_version(DWORD token) {
2231 return 0xFFFE0000 == (token & 0xFFFF0000);
2234 static inline BOOL shader_is_comment(DWORD token) {
2235 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2238 static inline BOOL shader_is_scalar(DWORD param) {
2239 DWORD reg_type = shader_get_regtype(param);
2240 DWORD reg_num;
2242 switch (reg_type) {
2243 case WINED3DSPR_RASTOUT:
2244 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2245 /* oFog & oPts */
2246 return TRUE;
2248 /* oPos */
2249 return FALSE;
2251 case WINED3DSPR_DEPTHOUT: /* oDepth */
2252 case WINED3DSPR_CONSTBOOL: /* b# */
2253 case WINED3DSPR_LOOP: /* aL */
2254 case WINED3DSPR_PREDICATE: /* p0 */
2255 return TRUE;
2257 case WINED3DSPR_MISCTYPE:
2258 reg_num = param & WINED3DSP_REGNUM_MASK;
2259 switch(reg_num) {
2260 case 0: /* vPos */
2261 return FALSE;
2262 case 1: /* vFace */
2263 return TRUE;
2264 default:
2265 return FALSE;
2268 default:
2269 return FALSE;
2273 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2274 local_constant* lconst;
2276 if(This->baseShader.load_local_constsF) return FALSE;
2277 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2278 if(lconst->idx == reg) return TRUE;
2280 return FALSE;
2284 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2285 * so upload them above that
2287 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2288 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2290 /*****************************************************************************
2291 * IDirect3DVertexShader implementation structure
2293 typedef struct IWineD3DVertexShaderImpl {
2294 /* IUnknown parts*/
2295 const IWineD3DVertexShaderVtbl *lpVtbl;
2297 /* IWineD3DBaseShader */
2298 IWineD3DBaseShaderClass baseShader;
2300 /* IWineD3DVertexShaderImpl */
2301 IUnknown *parent;
2303 DWORD usage;
2305 /* Vertex shader input and output semantics */
2306 semantic semantics_in [MAX_ATTRIBS];
2307 semantic semantics_out [MAX_REG_OUTPUT];
2309 /* Ordered array of attributes that are swizzled */
2310 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2311 UINT num_swizzled_attribs;
2313 /* run time data... */
2314 VSHADERDATA *data;
2315 UINT min_rel_offset, max_rel_offset;
2316 UINT rel_offset;
2318 UINT recompile_count;
2319 #if 0 /* needs reworking */
2320 /* run time data */
2321 VSHADERINPUTDATA input;
2322 VSHADEROUTPUTDATA output;
2323 #endif
2324 } IWineD3DVertexShaderImpl;
2325 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2326 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2328 /*****************************************************************************
2329 * IDirect3DPixelShader implementation structure
2332 enum vertexprocessing_mode {
2333 fixedfunction,
2334 vertexshader,
2335 pretransformed
2338 struct stb_const_desc {
2339 char texunit;
2340 UINT const_num;
2343 typedef struct IWineD3DPixelShaderImpl {
2344 /* IUnknown parts */
2345 const IWineD3DPixelShaderVtbl *lpVtbl;
2347 /* IWineD3DBaseShader */
2348 IWineD3DBaseShaderClass baseShader;
2350 /* IWineD3DPixelShaderImpl */
2351 IUnknown *parent;
2353 /* Pixel shader input semantics */
2354 semantic semantics_in [MAX_REG_INPUT];
2355 DWORD input_reg_map[MAX_REG_INPUT];
2356 BOOL input_reg_used[MAX_REG_INPUT];
2357 int declared_in_count;
2359 /* run time data */
2360 PSHADERDATA *data;
2362 /* Some information about the shader behavior */
2363 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2364 char numbumpenvmatconsts;
2365 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2366 char srgb_enabled;
2367 char srgb_mode_hardcoded;
2368 UINT srgb_low_const;
2369 UINT srgb_cmp_const;
2370 char vpos_uniform;
2371 BOOL render_offscreen;
2372 UINT height;
2373 enum vertexprocessing_mode vertexprocessing;
2375 #if 0 /* needs reworking */
2376 PSHADERINPUTDATA input;
2377 PSHADEROUTPUTDATA output;
2378 #endif
2379 } IWineD3DPixelShaderImpl;
2381 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2382 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2384 /* sRGB correction constants */
2385 static const float srgb_cmp = 0.0031308;
2386 static const float srgb_mul_low = 12.92;
2387 static const float srgb_pow = 0.41666;
2388 static const float srgb_mul_high = 1.055;
2389 static const float srgb_sub_high = 0.055;
2391 /*****************************************************************************
2392 * IWineD3DPalette implementation structure
2394 struct IWineD3DPaletteImpl {
2395 /* IUnknown parts */
2396 const IWineD3DPaletteVtbl *lpVtbl;
2397 LONG ref;
2399 IUnknown *parent;
2400 IWineD3DDeviceImpl *wineD3DDevice;
2402 /* IWineD3DPalette */
2403 HPALETTE hpal;
2404 WORD palVersion; /*| */
2405 WORD palNumEntries; /*| LOGPALETTE */
2406 PALETTEENTRY palents[256]; /*| */
2407 /* This is to store the palette in 'screen format' */
2408 int screen_palents[256];
2409 DWORD Flags;
2412 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2413 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2415 /* DirectDraw utility functions */
2416 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2418 /*****************************************************************************
2419 * Pixel format management
2421 typedef struct {
2422 WINED3DFORMAT format;
2423 DWORD alphaMask, redMask, greenMask, blueMask;
2424 UINT bpp;
2425 short depthSize, stencilSize;
2426 BOOL isFourcc;
2427 } StaticPixelFormatDesc;
2429 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2430 WineD3D_GL_Info *gl_info,
2431 const GlPixelFormatDesc **glDesc);
2433 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2434 return (device->vs_selected_mode != SHADER_NONE
2435 && device->stateBlock->vertexShader
2436 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2437 && !device->strided_streams.u.s.position_transformed);
2440 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2441 return (device->ps_selected_mode != SHADER_NONE
2442 && device->stateBlock->pixelShader
2443 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2446 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2447 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2448 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2449 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2450 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2452 #endif