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
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
42 #include "wine/wined3d_interface.h"
43 #include "wine/wined3d_caps.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
47 /* Hash table functions */
48 typedef unsigned int (hash_function_t
)(void *key
);
49 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
59 hash_function_t
*hash_function
;
60 compare_function_t
*compare_function
;
62 unsigned int bucket_count
;
63 hash_table_entry_t
*entries
;
64 unsigned int entry_count
;
65 struct list free_entries
;
67 unsigned int grow_size
;
68 unsigned int shrink_size
;
71 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
72 void hash_table_destroy(hash_table_t
*table
);
73 void *hash_table_get(hash_table_t
*table
, void *key
);
74 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
75 void hash_table_remove(hash_table_t
*table
, void *key
);
78 #define MAX_PALETTES 256
79 #define MAX_STREAMS 16
80 #define MAX_TEXTURES 8
81 #define MAX_SAMPLERS 16
82 #define MAX_ACTIVE_LIGHTS 8
83 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
84 #define MAX_LEVELS 256
86 #define MAX_CONST_I 16
87 #define MAX_CONST_B 16
89 /* Used for CreateStateBlock */
90 #define NUM_SAVEDPIXELSTATES_R 35
91 #define NUM_SAVEDPIXELSTATES_T 18
92 #define NUM_SAVEDPIXELSTATES_S 12
93 #define NUM_SAVEDVERTEXSTATES_R 31
94 #define NUM_SAVEDVERTEXSTATES_T 2
95 #define NUM_SAVEDVERTEXSTATES_S 1
97 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
98 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
99 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
100 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
101 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
102 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
104 typedef enum _WINELOOKUP
{
105 WINELOOKUP_WARPPARAM
= 0,
106 WINELOOKUP_MAGFILTER
= 1,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
116 typedef struct _WINED3DGLTYPE
{
120 GLboolean normalized
;
124 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
125 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
126 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
130 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
131 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
132 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
133 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
134 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
135 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
136 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
139 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
140 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
142 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
144 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
145 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
146 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
147 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
148 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
166 #define ORM_BACKBUFFER 0
167 #define ORM_PBUFFER 1
171 #define SHADER_GLSL 2
172 #define SHADER_NONE 3
174 #define RTL_DISABLE -1
176 #define RTL_READDRAW 1
177 #define RTL_READTEX 2
178 #define RTL_TEXDRAW 3
181 /* NOTE: When adding fields to this structure, make sure to update the default
182 * values in wined3d_main.c as well. */
183 typedef struct wined3d_settings_s
{
184 /* vertex and pixel shader modes */
188 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
189 we should use it. However, until it's fully implemented, we'll leave it as a registry
190 setting for developers. */
192 int offscreen_rendering_mode
;
193 int rendertargetlock_mode
;
194 /* Memory tracking and object counting */
195 unsigned int emulated_textureram
;
196 } wined3d_settings_t
;
198 extern wined3d_settings_t wined3d_settings
;
200 /* Shader backends */
203 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
204 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
205 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
206 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
209 extern const shader_backend_t glsl_shader_backend
;
210 extern const shader_backend_t arb_program_shader_backend
;
211 extern const shader_backend_t none_shader_backend
;
215 extern void (*wine_tsx11_lock_ptr
)(void);
216 extern void (*wine_tsx11_unlock_ptr
)(void);
218 /* As GLX relies on X, this is needed */
222 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
223 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
225 #define ENTER_GL() wine_tsx11_lock_ptr()
226 #define LEAVE_GL() wine_tsx11_unlock_ptr()
229 /*****************************************************************************
233 /* GL related defines */
234 /* ------------------ */
235 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
236 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
237 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
238 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
240 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
241 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
242 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
243 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
245 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
248 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
250 #define D3DCOLORTOGLFLOAT4(dw, vec) \
251 (vec)[0] = D3DCOLOR_R(dw); \
252 (vec)[1] = D3DCOLOR_G(dw); \
253 (vec)[2] = D3DCOLOR_B(dw); \
254 (vec)[3] = D3DCOLOR_A(dw);
256 /* DirectX Device Limits */
257 /* --------------------- */
258 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
260 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
261 See MaxStreams in MSDN under GetDeviceCaps */
262 /* Maximum number of constants provided to the shaders */
263 #define HIGHEST_TRANSFORMSTATE 512
264 /* Highest value in WINED3DTRANSFORMSTATETYPE */
265 #define MAX_PALETTES 256
267 /* Checking of API calls */
268 /* --------------------- */
269 #define checkGLcall(A) \
271 GLint err = glGetError(); \
272 if (err == GL_NO_ERROR) { \
273 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
276 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
277 err, A, __FILE__, __LINE__); \
278 err = glGetError(); \
279 } while (err != GL_NO_ERROR); \
282 /* Trace routines / diagnostics */
283 /* ---------------------------- */
285 /* Dump out a matrix and copy it */
286 #define conv_mat(mat,gl_mat) \
288 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
289 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
291 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
292 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
295 /* Macro to dump out the current state of the light chain */
296 #define DUMP_LIGHT_CHAIN() \
298 PLIGHTINFOEL *el = This->stateBlock->lights;\
300 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
305 /* Trace vector and strided data information */
306 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
307 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
309 /* Defines used for optimizations */
311 /* Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP 0x0001
313 #define REAPPLY_ALL 0xFFFF
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
317 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
318 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
319 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram
);
326 /* Memory and object tracking */
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
332 typedef struct WineD3DGlobalStatistics
{
333 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics
;
336 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
338 /* Global variables */
339 extern const float identity
[16];
341 /*****************************************************************************
342 * Compilable extra diagnostics
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A) \
356 GLint err = glGetError(); \
357 if (err == GL_NO_ERROR) { \
358 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
361 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
362 err, A, __FILE__, __LINE__); \
363 err = glGetError(); \
364 } while (err != GL_NO_ERROR); \
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371 is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374 the file is deleted */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 # define SINGLE_FRAME_DEBUGGING
378 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379 It can only be enabled when FRAME_DEBUGGING is also enabled
380 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
383 # define SHOW_FRAME_MAKEUP 1
385 /* The following, when enabled, lets you see the makeup of the all the textures used during each
386 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387 The contents of the textures assigned to each stage are written into
388 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 # define SHOW_TEXTURE_MAKEUP 0
393 extern BOOL isDumpingFrames
;
394 extern LONG primCounter
;
397 /*****************************************************************************
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice
*iface
,
406 long StartVertexIndex
,
407 UINT numberOfVertices
,
413 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, BOOL
*fixup
);
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice
*iface
,
417 BOOL useVertexShaderFunction
,
418 WineDirect3DVertexStridedData
*strided
,
421 void primitiveConvertFVFtoOffset(DWORD thisFVF
,
424 WineDirect3DVertexStridedData
*strided
,
428 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
430 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
);
434 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
435 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
437 /* Routines and structures related to state management */
438 typedef struct WineD3DContext WineD3DContext
;
439 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
441 #define STATE_RENDER(a) (a)
442 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
444 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
445 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
447 /* + 1 because samplers start with 0 */
448 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
449 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
451 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
452 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
454 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
455 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
457 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
458 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
459 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
460 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
462 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
463 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
465 #define STATE_VSHADER (STATE_VDECL + 1)
466 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
468 #define STATE_VIEWPORT (STATE_VSHADER + 1)
469 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
471 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
472 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
473 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
474 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
476 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
477 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
479 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
480 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
482 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
483 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
485 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
489 DWORD representative
;
490 APPLYSTATEFUNC apply
;
493 /* Global state table */
494 extern const struct StateEntry StateTable
[];
496 /* The new context manager that should deal with onscreen and offscreen rendering */
497 struct WineD3DContext
{
498 /* State dirtification
499 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
500 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
501 * 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
502 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
504 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
505 DWORD numDirtyEntries
;
506 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
508 IWineD3DSurface
*surface
;
509 DWORD tid
; /* Thread ID which owns this context at the moment */
511 /* Stores some inforation about the context state for optimization */
512 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
513 BOOL last_was_pshader
;
514 BOOL last_was_vshader
;
515 BOOL last_was_foggy_shader
;
516 BOOL namedArraysLoaded
, numberedArraysLoaded
;
517 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
518 GLenum tracking_parm
; /* Which source is tracking current colour */
519 BOOL last_was_blit
, last_was_ckey
;
521 /* The actual opengl context */
528 typedef enum ContextUsage
{
529 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
530 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
531 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
534 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
535 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, Display
*display
, Window win
);
536 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
537 void set_render_target_fbo(IWineD3DDevice
*iface
, DWORD idx
, IWineD3DSurface
*render_target
);
539 /* Routine to fill gl caps for swapchains and IWineD3D */
540 BOOL
IWineD3DImpl_FillGLCaps(IWineD3D
*iface
, Display
* display
);
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
551 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
553 /*****************************************************************************
554 * Internal representation of a light
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
557 struct PLIGHTINFOEL
{
558 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
564 /* Converted parms to speed up swapping lights */
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light
;
576 /*****************************************************************************
577 * IWineD3D implementation structure
579 typedef struct IWineD3DImpl
581 /* IUnknown fields */
582 const IWineD3DVtbl
*lpVtbl
;
583 LONG ref
; /* Note: Ref counting not required */
585 /* WineD3D Information */
591 WineD3D_GL_Info gl_info
;
594 extern const IWineD3DVtbl IWineD3D_Vtbl
;
596 /* TODO: setup some flags in the registry to enable, disable pbuffer support
597 (since it will break quite a few things until contexts are managed properly!) */
598 extern BOOL pbuffer_support
;
599 /* allocate one pbuffer per surface */
600 extern BOOL pbuffer_per_surface
;
602 typedef struct ResourceList
{
603 IWineD3DResource
*resource
;
604 struct ResourceList
*next
;
607 /* A helper function that dumps a resource list */
608 void dumpResources(ResourceList
*resources
);
610 /*****************************************************************************
611 * IWineD3DDevice implementation structure
613 struct IWineD3DDeviceImpl
615 /* IUnknown fields */
616 const IWineD3DDeviceVtbl
*lpVtbl
;
617 LONG ref
; /* Note: Ref counting not required */
619 /* WineD3D Information */
623 /* Window styles to restore when switching fullscreen mode */
627 /* X and GL Information */
628 GLint maxConcurrentLights
;
629 GLenum offscreenBuffer
;
631 /* Selected capabilities */
632 int vs_selected_mode
;
633 int ps_selected_mode
;
634 const shader_backend_t
*shader_backend
;
635 hash_table_t
*glsl_program_lookup
;
638 BOOL view_ident
; /* true iff view matrix is identity */
641 /* State block related */
642 BOOL isRecordingState
;
643 IWineD3DStateBlockImpl
*stateBlock
;
644 IWineD3DStateBlockImpl
*updateStateBlock
;
647 /* Internal use fields */
648 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
650 WINED3DDEVTYPE devType
;
652 IWineD3DSwapChain
**swapchains
;
653 uint NumberOfSwapChains
;
655 ResourceList
*resources
; /* a linked list to track resources created by the device */
657 /* Render Target Support */
658 IWineD3DSurface
**render_targets
;
659 IWineD3DSurface
*depthStencilBuffer
;
661 IWineD3DSurface
*stencilBufferTarget
;
663 /* Caches to avoid unneeded context changes */
664 IWineD3DSurface
*lastActiveRenderTarget
;
665 IWineD3DSwapChain
*lastActiveSwapChain
;
667 /* palettes texture management */
668 PALETTEENTRY palettes
[MAX_PALETTES
][256];
671 /* For rendering to a texture using glCopyTexImage */
672 BOOL render_offscreen
;
673 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
675 GLenum
*draw_buffers
;
677 /* Cursor management */
683 UINT cursorWidth
, cursorHeight
;
684 GLuint cursorTexture
;
686 /* Textures for when no other textures are mapped */
687 UINT dummyTextureName
[MAX_TEXTURES
];
689 /* Debug stream management */
692 /* Device state management */
694 BOOL d3d_initialized
;
696 /* A flag to check for proper BeginScene / EndScene call pairs */
699 /* process vertex shaders using software or hardware */
700 BOOL softwareVertexProcessing
;
702 /* DirectDraw stuff */
704 IWineD3DSurface
*ddraw_primary
;
705 DWORD ddraw_width
, ddraw_height
;
706 WINED3DFORMAT ddraw_format
;
707 BOOL ddraw_fullscreen
;
709 /* Final position fixup constant */
712 /* With register combiners we can skip junk texture stages */
713 DWORD texUnitMap
[MAX_SAMPLERS
];
714 BOOL oneToOneTexUnitMap
;
716 /* Stream source management */
717 WineDirect3DVertexStridedData strided_streams
;
718 WineDirect3DVertexStridedData
*up_strided
;
719 BOOL useDrawStridedSlow
;
722 /* Context management */
723 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
724 WineD3DContext
*activeContext
; /* Only 0 for now */
725 UINT numContexts
; /* Always 1 for now */
726 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
727 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
730 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
732 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
733 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
734 DWORD idx
= state
>> 5;
735 BYTE shift
= state
& 0x1f;
736 return context
->isStateDirty
[idx
] & (1 << shift
);
739 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
740 * anybody uses it for much so a good implementation is optional. */
741 typedef struct PrivateData
743 struct PrivateData
* next
;
746 DWORD flags
; /* DDSPD_* */
747 DWORD uniqueness_value
;
758 /*****************************************************************************
759 * IWineD3DResource implementation structure
761 typedef struct IWineD3DResourceClass
763 /* IUnknown fields */
764 LONG ref
; /* Note: Ref counting not required */
766 /* WineD3DResource Information */
768 WINED3DRESOURCETYPE resourceType
;
769 IWineD3DDeviceImpl
*wineD3DDevice
;
773 WINED3DFORMAT format
;
774 BYTE
*allocatedMemory
;
775 PrivateData
*privateData
;
777 } IWineD3DResourceClass
;
779 typedef struct IWineD3DResourceImpl
781 /* IUnknown & WineD3DResource Information */
782 const IWineD3DResourceVtbl
*lpVtbl
;
783 IWineD3DResourceClass resource
;
784 } IWineD3DResourceImpl
;
787 /*****************************************************************************
788 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
790 typedef struct IWineD3DVertexBufferImpl
792 /* IUnknown & WineD3DResource Information */
793 const IWineD3DVertexBufferVtbl
*lpVtbl
;
794 IWineD3DResourceClass resource
;
796 /* WineD3DVertexBuffer specifics */
799 /* Vertex buffer object support */
804 UINT dirtystart
, dirtyend
;
807 LONG declChanges
, draws
;
808 /* Last description of the buffer */
809 WineDirect3DVertexStridedData strided
;
810 } IWineD3DVertexBufferImpl
;
812 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
814 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
815 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
816 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
817 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
818 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
820 /*****************************************************************************
821 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
823 typedef struct IWineD3DIndexBufferImpl
825 /* IUnknown & WineD3DResource Information */
826 const IWineD3DIndexBufferVtbl
*lpVtbl
;
827 IWineD3DResourceClass resource
;
830 UINT dirtystart
, dirtyend
;
833 /* WineD3DVertexBuffer specifics */
834 } IWineD3DIndexBufferImpl
;
836 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
838 /*****************************************************************************
839 * IWineD3DBaseTexture D3D- > openGL state map lookups
841 #define WINED3DFUNC_NOTSUPPORTED -2
842 #define WINED3DFUNC_UNIMPLEMENTED -1
844 typedef enum winetexturestates
{
845 WINED3DTEXSTA_ADDRESSU
= 0,
846 WINED3DTEXSTA_ADDRESSV
= 1,
847 WINED3DTEXSTA_ADDRESSW
= 2,
848 WINED3DTEXSTA_BORDERCOLOR
= 3,
849 WINED3DTEXSTA_MAGFILTER
= 4,
850 WINED3DTEXSTA_MINFILTER
= 5,
851 WINED3DTEXSTA_MIPFILTER
= 6,
852 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
853 WINED3DTEXSTA_MAXANISOTROPY
= 8,
854 WINED3DTEXSTA_SRGBTEXTURE
= 9,
855 WINED3DTEXSTA_ELEMENTINDEX
= 10,
856 WINED3DTEXSTA_DMAPOFFSET
= 11,
857 WINED3DTEXSTA_TSSADDRESSW
= 12,
858 MAX_WINETEXTURESTATES
= 13,
861 typedef struct Wined3dTextureStateMap
{
864 } Wined3dTextureStateMap
;
866 /*****************************************************************************
867 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
869 typedef struct IWineD3DBaseTextureClass
873 WINED3DFORMAT format
;
877 WINED3DTEXTUREFILTERTYPE filterType
;
878 DWORD states
[MAX_WINETEXTURESTATES
];
881 } IWineD3DBaseTextureClass
;
883 typedef struct IWineD3DBaseTextureImpl
885 /* IUnknown & WineD3DResource Information */
886 const IWineD3DBaseTextureVtbl
*lpVtbl
;
887 IWineD3DResourceClass resource
;
888 IWineD3DBaseTextureClass baseTexture
;
890 } IWineD3DBaseTextureImpl
;
892 /*****************************************************************************
893 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
895 typedef struct IWineD3DTextureImpl
897 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
898 const IWineD3DTextureVtbl
*lpVtbl
;
899 IWineD3DResourceClass resource
;
900 IWineD3DBaseTextureClass baseTexture
;
902 /* IWineD3DTexture */
903 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
907 float pow2scalingFactorX
;
908 float pow2scalingFactorY
;
910 } IWineD3DTextureImpl
;
912 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
914 /*****************************************************************************
915 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
917 typedef struct IWineD3DCubeTextureImpl
919 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
920 const IWineD3DCubeTextureVtbl
*lpVtbl
;
921 IWineD3DResourceClass resource
;
922 IWineD3DBaseTextureClass baseTexture
;
924 /* IWineD3DCubeTexture */
925 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
928 float pow2scalingFactor
;
930 } IWineD3DCubeTextureImpl
;
932 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
934 typedef struct _WINED3DVOLUMET_DESC
939 } WINED3DVOLUMET_DESC
;
941 /*****************************************************************************
942 * IWineD3DVolume implementation structure (extends IUnknown)
944 typedef struct IWineD3DVolumeImpl
946 /* IUnknown & WineD3DResource fields */
947 const IWineD3DVolumeVtbl
*lpVtbl
;
948 IWineD3DResourceClass resource
;
950 /* WineD3DVolume Information */
951 WINED3DVOLUMET_DESC currentDesc
;
952 IWineD3DBase
*container
;
957 WINED3DBOX lockedBox
;
962 } IWineD3DVolumeImpl
;
964 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
966 /*****************************************************************************
967 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
969 typedef struct IWineD3DVolumeTextureImpl
971 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
972 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
973 IWineD3DResourceClass resource
;
974 IWineD3DBaseTextureClass baseTexture
;
976 /* IWineD3DVolumeTexture */
977 IWineD3DVolume
*volumes
[MAX_LEVELS
];
982 } IWineD3DVolumeTextureImpl
;
984 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
986 typedef struct _WINED3DSURFACET_DESC
988 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
989 DWORD MultiSampleQuality
;
992 } WINED3DSURFACET_DESC
;
994 /*****************************************************************************
995 * Structure for DIB Surfaces (GetDC and GDI surfaces)
997 typedef struct wineD3DSurface_DIB
{
1002 } wineD3DSurface_DIB
;
1004 /*****************************************************************************
1005 * IWineD3DSurface implementation structure
1007 struct IWineD3DSurfaceImpl
1009 /* IUnknown & IWineD3DResource Information */
1010 const IWineD3DSurfaceVtbl
*lpVtbl
;
1011 IWineD3DResourceClass resource
;
1013 /* IWineD3DSurface fields */
1014 IWineD3DBase
*container
;
1015 WINED3DSURFACET_DESC currentDesc
;
1016 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1017 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1021 /* TODO: move this off into a management class(maybe!) */
1027 /* Oversized texture */
1031 /* precalculated x and y scalings for texture coords */
1032 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1033 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1039 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1041 glDescriptor glDescription
;
1044 wineD3DSurface_DIB dib
;
1047 /* Color keys for DDraw */
1048 DDCOLORKEY DestBltCKey
;
1049 DDCOLORKEY DestOverlayCKey
;
1050 DDCOLORKEY SrcOverlayCKey
;
1051 DDCOLORKEY SrcBltCKey
;
1057 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1058 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1060 /* Predeclare the shared Surface functions */
1061 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1062 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1063 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1064 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1065 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1066 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1067 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1068 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1069 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1070 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1071 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1072 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1073 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1074 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1075 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1076 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1077 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1078 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1079 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1080 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1081 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1082 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, DDCOLORKEY
*CKey
);
1083 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1084 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1085 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1086 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1087 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1088 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1089 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1090 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, DDBLTFX
*DDBltFx
);
1091 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1092 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1093 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1094 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1095 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1096 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1097 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1098 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1099 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1100 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1101 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1103 /* Surface flags: */
1104 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1105 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1106 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1107 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1108 #define SFLAG_DISCARD 0x00000010 /* ??? */
1109 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1110 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1111 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1112 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1113 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1114 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1115 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1116 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1117 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1118 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1119 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1120 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1122 /* In some conditions the surface memory must not be freed:
1123 * SFLAG_OVERSIZE: Not all data can be kept in GL
1124 * SFLAG_CONVERTED: Converting the data back would take too long
1125 * SFLAG_DIBSECTION: The dib code manages the memory
1126 * SFLAG_LOCKED: The app requires access to the surface data
1127 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1128 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1129 * SFLAG_CLIENT: OpenGL uses our memory as backup
1131 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1133 SFLAG_DIBSECTION | \
1140 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1142 /* Alignment of the pitch */
1143 #define SURFACE_ALIGNMENT 4
1145 /*****************************************************************************
1146 * IWineD3DVertexDeclaration implementation structure
1148 typedef struct IWineD3DVertexDeclarationImpl
{
1149 /* IUnknown Information */
1150 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1154 IWineD3DDeviceImpl
*wineD3DDevice
;
1156 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1157 UINT declarationWNumElements
;
1158 } IWineD3DVertexDeclarationImpl
;
1160 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1162 /*****************************************************************************
1163 * IWineD3DStateBlock implementation structure
1166 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1167 /* Note: Very long winded but gl Lists are not flexible enough */
1168 /* to resolve everything we need, so doing it manually for now */
1169 typedef struct SAVEDSTATES
{
1173 BOOL streamSource
[MAX_STREAMS
];
1174 BOOL streamFreq
[MAX_STREAMS
];
1175 BOOL textures
[MAX_SAMPLERS
];
1176 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1178 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1179 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1180 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1181 BOOL clipplane
[MAX_CLIPPLANES
];
1184 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1185 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1186 BOOL
*pixelShaderConstantsF
;
1188 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1189 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1190 BOOL
*vertexShaderConstantsF
;
1200 struct IWineD3DStateBlockImpl
1202 /* IUnknown fields */
1203 const IWineD3DStateBlockVtbl
*lpVtbl
;
1204 LONG ref
; /* Note: Ref counting not required */
1206 /* IWineD3DStateBlock information */
1208 IWineD3DDeviceImpl
*wineD3DDevice
;
1209 WINED3DSTATEBLOCKTYPE blockType
;
1211 /* Array indicating whether things have been set or changed */
1212 SAVEDSTATES changed
;
1214 struct list set_vconstantsF
;
1215 struct list set_pconstantsF
;
1217 /* Drawing - Vertex Shader or FVF related */
1219 /* Vertex Shader Declaration */
1220 IWineD3DVertexDeclaration
*vertexDecl
;
1222 IWineD3DVertexShader
*vertexShader
;
1224 /* Vertex Shader Constants */
1225 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1226 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1227 float *vertexShaderConstantF
;
1231 UINT streamStride
[MAX_STREAMS
];
1232 UINT streamOffset
[MAX_STREAMS
];
1233 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1234 UINT streamFreq
[MAX_STREAMS
];
1235 UINT streamFlags
[MAX_STREAMS
]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1238 IWineD3DIndexBuffer
* pIndexData
;
1239 UINT baseVertexIndex
;
1240 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1243 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1245 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1246 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1247 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1248 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1249 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1252 double clipplane
[MAX_CLIPPLANES
][4];
1253 WINED3DCLIPSTATUS clip_status
;
1256 WINED3DVIEWPORT viewport
;
1259 WINED3DMATERIAL material
;
1262 IWineD3DPixelShader
*pixelShader
;
1264 /* Pixel Shader Constants */
1265 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1266 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1267 float *pixelShaderConstantF
;
1270 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1273 IWineD3DBaseTexture
*textures
[MAX_SAMPLERS
];
1274 int textureDimensions
[MAX_SAMPLERS
];
1276 /* Texture State Stage */
1277 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1278 DWORD lowest_disabled_stage
;
1279 /* Sampler States */
1280 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1282 /* Current GLSL Shader Program */
1283 struct glsl_shader_prog_link
*glsl_program
;
1285 /* Scissor test rectangle */
1289 extern void stateblock_savedstates_set(
1290 IWineD3DStateBlock
* iface
,
1291 SAVEDSTATES
* states
,
1294 extern void stateblock_savedstates_copy(
1295 IWineD3DStateBlock
* iface
,
1297 SAVEDSTATES
* source
);
1299 extern void stateblock_copy(
1300 IWineD3DStateBlock
* destination
,
1301 IWineD3DStateBlock
* source
);
1303 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1305 /*****************************************************************************
1306 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1308 typedef struct IWineD3DQueryImpl
1310 const IWineD3DQueryVtbl
*lpVtbl
;
1311 LONG ref
; /* Note: Ref counting not required */
1314 /*TODO: replace with iface usage */
1316 IWineD3DDevice
*wineD3DDevice
;
1318 IWineD3DDeviceImpl
*wineD3DDevice
;
1321 /* IWineD3DQuery fields */
1322 WINED3DQUERYTYPE type
;
1323 /* TODO: Think about using a IUnknown instead of a void* */
1327 } IWineD3DQueryImpl
;
1329 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1331 /* Datastructures for IWineD3DQueryImpl.extendedData */
1332 typedef struct WineQueryOcclusionData
{
1334 } WineQueryOcclusionData
;
1336 typedef struct WineQueryEventData
{
1338 } WineQueryEventData
;
1340 /*****************************************************************************
1341 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1344 typedef struct IWineD3DSwapChainImpl
1347 const IWineD3DSwapChainVtbl
*lpVtbl
;
1348 LONG ref
; /* Note: Ref counting not required */
1351 IWineD3DDeviceImpl
*wineD3DDevice
;
1353 /* IWineD3DSwapChain fields */
1354 IWineD3DSurface
**backBuffer
;
1355 IWineD3DSurface
*frontBuffer
;
1356 BOOL wantsDepthStencilBuffer
;
1357 WINED3DPRESENT_PARAMETERS presentParms
;
1358 DWORD orig_width
, orig_height
;
1359 WINED3DFORMAT orig_fmt
;
1361 long prev_time
, frames
; /* Performance tracking */
1363 WineD3DContext
**context
; /* Later a array for multithreading */
1364 unsigned int num_contexts
;
1368 } IWineD3DSwapChainImpl
;
1370 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1372 /*****************************************************************************
1373 * Utility function prototypes
1376 /* Trace routines */
1377 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1378 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1379 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1380 const char* debug_d3dusage(DWORD usage
);
1381 const char* debug_d3dusagequery(DWORD usagequery
);
1382 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1383 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1384 const char* debug_d3ddeclusage(BYTE usage
);
1385 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1386 const char* debug_d3drenderstate(DWORD state
);
1387 const char* debug_d3dsamplerstate(DWORD state
);
1388 const char* debug_d3dtexturestate(DWORD state
);
1389 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1390 const char* debug_d3dpool(WINED3DPOOL pool
);
1392 /* Routines for GL <-> D3D values */
1393 GLenum
StencilOp(DWORD op
);
1394 GLenum
CompareFunc(DWORD func
);
1395 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1396 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1397 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1399 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat
, WINED3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1402 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1404 /*****************************************************************************
1405 * To enable calling of inherited functions, requires prototypes
1407 * Note: Only require classes which are subclassed, ie resource, basetexture,
1409 /*** IUnknown methods ***/
1410 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1411 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1412 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1413 /*** IWineD3DResource methods ***/
1414 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1415 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1416 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1417 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1418 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1419 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1420 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1421 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1422 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1423 /*** class static members ***/
1424 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1426 /*** IUnknown methods ***/
1427 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1428 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1429 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1430 /*** IWineD3DResource methods ***/
1431 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1432 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1433 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1434 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1435 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1436 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1437 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1438 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1439 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1440 /*** IWineD3DBaseTexture methods ***/
1441 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1442 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1443 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1444 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1445 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1446 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1447 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1448 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1450 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1451 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1452 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1453 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1454 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1455 /*** class static members ***/
1456 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1458 struct SHADER_OPCODE_ARG
;
1459 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1461 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1462 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1463 * used if the user is using GLSL shaders. */
1464 struct glsl_shader_prog_link
{
1465 struct list vshader_entry
;
1466 struct list pshader_entry
;
1467 GLhandleARB programId
;
1468 GLhandleARB
*vuniformF_locations
;
1469 GLhandleARB
*puniformF_locations
;
1470 GLhandleARB vshader
;
1471 GLhandleARB pshader
;
1475 GLhandleARB vshader
;
1476 GLhandleARB pshader
;
1477 } glsl_program_key_t
;
1479 /* TODO: Make this dynamic, based on shader limits ? */
1480 #define MAX_REG_ADDR 1
1481 #define MAX_REG_TEMP 32
1482 #define MAX_REG_TEXCRD 8
1483 #define MAX_REG_INPUT 12
1484 #define MAX_REG_OUTPUT 12
1485 #define MAX_ATTRIBS 16
1486 #define MAX_CONST_I 16
1487 #define MAX_CONST_B 16
1489 /* FIXME: This needs to go up to 2048 for
1490 * Shader model 3 according to msdn (and for software shaders) */
1491 #define MAX_LABELS 16
1493 typedef struct semantic
{
1498 typedef struct local_constant
{
1504 typedef struct shader_reg_maps
{
1506 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1507 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1508 char address
[MAX_REG_ADDR
]; /* vertex */
1509 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1510 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1511 char attributes
[MAX_ATTRIBS
]; /* vertex */
1512 char labels
[MAX_LABELS
]; /* pixel, vertex */
1514 /* Sampler usage tokens
1515 * Use 0 as default (bit 31 is always 1 on a valid token) */
1516 DWORD samplers
[MAX_SAMPLERS
];
1519 /* Whether or not a loop is used in this shader */
1522 /* Whether or not this shader uses fog */
1527 #define SHADER_PGMSIZE 65535
1528 typedef struct SHADER_BUFFER
{
1531 unsigned int lineNo
;
1535 /* Undocumented opcode controls */
1536 #define INST_CONTROLS_SHIFT 16
1537 #define INST_CONTROLS_MASK 0x00ff0000
1539 typedef enum COMPARISON_TYPE
{
1548 typedef struct SHADER_OPCODE
{
1549 unsigned int opcode
;
1553 CONST UINT num_params
;
1554 SHADER_HANDLER hw_fct
;
1555 SHADER_HANDLER hw_glsl_fct
;
1560 typedef struct SHADER_OPCODE_ARG
{
1561 IWineD3DBaseShader
* shader
;
1562 shader_reg_maps
* reg_maps
;
1563 CONST SHADER_OPCODE
* opcode
;
1570 SHADER_BUFFER
* buffer
;
1571 } SHADER_OPCODE_ARG
;
1573 typedef struct SHADER_LIMITS
{
1574 unsigned int temporary
;
1575 unsigned int texcoord
;
1576 unsigned int sampler
;
1577 unsigned int constant_int
;
1578 unsigned int constant_float
;
1579 unsigned int constant_bool
;
1580 unsigned int address
;
1581 unsigned int packed_output
;
1582 unsigned int packed_input
;
1583 unsigned int attributes
;
1587 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1588 maintain state information between multiple codes */
1589 typedef struct SHADER_PARSE_STATE
{
1590 unsigned int current_row
;
1591 DWORD texcoord_w
[2];
1592 } SHADER_PARSE_STATE
;
1594 /* Base Shader utility functions.
1595 * (may move callers into the same file in the future) */
1596 extern int shader_addline(
1597 SHADER_BUFFER
* buffer
,
1598 const char* fmt
, ...);
1600 extern const SHADER_OPCODE
* shader_get_opcode(
1601 IWineD3DBaseShader
*iface
,
1604 extern void shader_delete_constant_list(
1605 struct list
* clist
);
1607 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1609 /* Vertex shader utility functions */
1610 extern BOOL
vshader_get_input(
1611 IWineD3DVertexShader
* iface
,
1612 BYTE usage_req
, BYTE usage_idx_req
,
1613 unsigned int* regnum
);
1615 extern BOOL
vshader_input_is_color(
1616 IWineD3DVertexShader
* iface
,
1617 unsigned int regnum
);
1619 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1621 /* ARB_[vertex/fragment]_program helper functions */
1622 extern void shader_arb_load_constants(
1623 IWineD3DDevice
* device
,
1624 char usePixelShader
,
1625 char useVertexShader
);
1627 /* ARB shader program Prototypes */
1628 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1630 /* ARB pixel shader prototypes */
1631 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1632 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1633 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1634 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1635 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1636 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1637 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1638 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1639 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1640 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1641 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1642 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1643 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1644 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1645 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1647 /* ARB vertex shader prototypes */
1648 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1649 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1650 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1652 /* GLSL helper functions */
1653 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1654 extern void shader_glsl_load_constants(
1655 IWineD3DDevice
* device
,
1656 char usePixelShader
,
1657 char useVertexShader
);
1659 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1660 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1661 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1662 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1663 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1664 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1665 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1666 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1667 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1668 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1669 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1670 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1671 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1672 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1673 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1674 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1675 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1676 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1677 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1678 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1679 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1680 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1681 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1682 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1683 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1684 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1685 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1686 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1687 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1688 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1689 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1691 /** GLSL Pixel Shader Prototypes */
1692 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1693 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1694 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1695 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1696 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1697 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1698 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1699 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1700 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1701 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1702 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1703 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1704 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1705 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1706 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1707 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
1708 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1709 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1710 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1711 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1712 extern void pshader_glsl_input_pack(
1713 SHADER_BUFFER
* buffer
,
1714 semantic
* semantics_out
);
1716 /** GLSL Vertex Shader Prototypes */
1717 extern void vshader_glsl_output_unpack(
1718 SHADER_BUFFER
* buffer
,
1719 semantic
* semantics_out
);
1721 /*****************************************************************************
1722 * IDirect3DBaseShader implementation structure
1724 typedef struct IWineD3DBaseShaderClass
1727 SHADER_LIMITS limits
;
1728 SHADER_PARSE_STATE parse_state
;
1729 CONST SHADER_OPCODE
*shader_ins
;
1730 CONST DWORD
*function
;
1731 UINT functionLength
;
1735 /* Type of shader backend */
1738 /* Programs this shader is linked with */
1739 struct list linked_programs
;
1741 /* Immediate constants (override global ones) */
1742 struct list constantsB
;
1743 struct list constantsF
;
1744 struct list constantsI
;
1745 shader_reg_maps reg_maps
;
1747 /* Pointer to the parent device */
1748 IWineD3DDevice
*device
;
1750 } IWineD3DBaseShaderClass
;
1752 typedef struct IWineD3DBaseShaderImpl
{
1754 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1757 /* IWineD3DBaseShader */
1758 IWineD3DBaseShaderClass baseShader
;
1759 } IWineD3DBaseShaderImpl
;
1761 extern HRESULT
shader_get_registers_used(
1762 IWineD3DBaseShader
*iface
,
1763 shader_reg_maps
* reg_maps
,
1764 semantic
* semantics_in
,
1765 semantic
* semantics_out
,
1766 CONST DWORD
* pToken
,
1767 IWineD3DStateBlockImpl
*stateBlock
);
1769 extern void shader_generate_glsl_declarations(
1770 IWineD3DBaseShader
*iface
,
1771 shader_reg_maps
* reg_maps
,
1772 SHADER_BUFFER
* buffer
,
1773 WineD3D_GL_Info
* gl_info
);
1775 extern void shader_generate_arb_declarations(
1776 IWineD3DBaseShader
*iface
,
1777 shader_reg_maps
* reg_maps
,
1778 SHADER_BUFFER
* buffer
,
1779 WineD3D_GL_Info
* gl_info
);
1781 extern void shader_generate_main(
1782 IWineD3DBaseShader
*iface
,
1783 SHADER_BUFFER
* buffer
,
1784 shader_reg_maps
* reg_maps
,
1785 CONST DWORD
* pFunction
);
1787 extern void shader_dump_ins_modifiers(
1788 const DWORD output
);
1790 extern void shader_dump_param(
1791 IWineD3DBaseShader
*iface
,
1793 const DWORD addr_token
,
1796 extern void shader_trace_init(
1797 IWineD3DBaseShader
*iface
,
1798 const DWORD
* pFunction
);
1800 extern int shader_get_param(
1801 IWineD3DBaseShader
* iface
,
1802 const DWORD
* pToken
,
1806 extern int shader_skip_unrecognized(
1807 IWineD3DBaseShader
* iface
,
1808 const DWORD
* pToken
);
1810 extern void print_glsl_info_log(
1811 WineD3D_GL_Info
*gl_info
,
1814 static inline int shader_get_regtype(const DWORD param
) {
1815 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1816 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1819 extern unsigned int shader_get_float_offset(const DWORD reg
);
1821 static inline BOOL
shader_is_pshader_version(DWORD token
) {
1822 return 0xFFFF0000 == (token
& 0xFFFF0000);
1825 static inline BOOL
shader_is_vshader_version(DWORD token
) {
1826 return 0xFFFE0000 == (token
& 0xFFFF0000);
1829 static inline BOOL
shader_is_comment(DWORD token
) {
1830 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1833 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1834 * so upload them above that
1836 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1837 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1839 /*****************************************************************************
1840 * IDirect3DVertexShader implementation structure
1842 typedef struct IWineD3DVertexShaderImpl
{
1844 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1845 LONG ref
; /* Note: Ref counting not required */
1847 /* IWineD3DBaseShader */
1848 IWineD3DBaseShaderClass baseShader
;
1850 /* IWineD3DVertexShaderImpl */
1856 /* Vertex shader input and output semantics */
1857 semantic semantics_in
[MAX_ATTRIBS
];
1858 semantic semantics_out
[MAX_REG_OUTPUT
];
1860 /* run time datas... */
1862 #if 0 /* needs reworking */
1863 /* run time datas */
1864 VSHADERINPUTDATA input
;
1865 VSHADEROUTPUTDATA output
;
1867 } IWineD3DVertexShaderImpl
;
1868 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1869 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1871 /*****************************************************************************
1872 * IDirect3DPixelShader implementation structure
1874 typedef struct IWineD3DPixelShaderImpl
{
1875 /* IUnknown parts */
1876 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1877 LONG ref
; /* Note: Ref counting not required */
1879 /* IWineD3DBaseShader */
1880 IWineD3DBaseShaderClass baseShader
;
1882 /* IWineD3DPixelShaderImpl */
1885 /* Pixel shader input semantics */
1886 semantic semantics_in
[MAX_REG_INPUT
];
1891 /* Some information about the shader behavior */
1893 UINT bumpenvmatconst
;
1895 #if 0 /* needs reworking */
1896 PSHADERINPUTDATA input
;
1897 PSHADEROUTPUTDATA output
;
1899 } IWineD3DPixelShaderImpl
;
1901 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1902 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1904 /*****************************************************************************
1905 * IWineD3DPalette implementation structure
1907 struct IWineD3DPaletteImpl
{
1908 /* IUnknown parts */
1909 const IWineD3DPaletteVtbl
*lpVtbl
;
1913 IWineD3DDeviceImpl
*wineD3DDevice
;
1915 /* IWineD3DPalette */
1917 WORD palVersion
; /*| */
1918 WORD palNumEntries
; /*| LOGPALETTE */
1919 PALETTEENTRY palents
[256]; /*| */
1920 /* This is to store the palette in 'screen format' */
1921 int screen_palents
[256];
1925 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
1926 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
1928 /* DirectDraw utility functions */
1929 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
1931 /*****************************************************************************
1932 * Pixel format management
1935 WINED3DFORMAT format
;
1936 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
1939 GLint glInternal
, glFormat
, glType
;
1942 const PixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
);
1944 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
1945 return (device
->vs_selected_mode
!= SHADER_NONE
1946 && device
->stateBlock
->vertexShader
1947 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
1948 && !device
->strided_streams
.u
.s
.position_transformed
);
1951 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
1952 return (device
->ps_selected_mode
!= SHADER_NONE
1953 && device
->stateBlock
->pixelShader
1954 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);