dplayx: Implement proper interface locking for DP_EnumSession.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob976b86717fbfdbb8933be8f0ddc9dfa9e8e92551
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 "ddraw.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);
51 typedef struct {
52 void *key;
53 void *value;
54 unsigned int hash;
55 struct list entry;
56 } hash_table_entry_t;
58 typedef struct {
59 hash_function_t *hash_function;
60 compare_function_t *compare_function;
61 struct list *buckets;
62 unsigned int bucket_count;
63 hash_table_entry_t *entries;
64 unsigned int entry_count;
65 struct list free_entries;
66 unsigned int count;
67 unsigned int grow_size;
68 unsigned int shrink_size;
69 } hash_table_t;
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);
77 /* Device caps */
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,
107 MAX_LOOKUPS = 2
108 } WINELOOKUP;
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 {
117 int d3dType;
118 GLint size;
119 GLenum glType;
120 GLboolean normalized;
121 int typesize;
122 } WINED3DGLTYPE;
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
151 * Settings
153 #define VS_NONE 0
154 #define VS_HW 1
156 #define PS_NONE 0
157 #define PS_HW 1
159 #define VBO_NONE 0
160 #define VBO_HW 1
162 #define NP2_NONE 0
163 #define NP2_REPACK 1
164 #define NP2_NATIVE 2
166 #define ORM_BACKBUFFER 0
167 #define ORM_PBUFFER 1
168 #define ORM_FBO 2
170 #define SHADER_ARB 1
171 #define SHADER_GLSL 2
172 #define SHADER_NONE 3
174 #define RTL_DISABLE -1
175 #define RTL_AUTO 0
176 #define RTL_READDRAW 1
177 #define RTL_READTEX 2
178 #define RTL_TEXDRAW 3
179 #define RTL_TEXTEX 4
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 */
185 int vs_mode;
186 int ps_mode;
187 int vbo_mode;
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. */
191 BOOL glslRequested;
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 */
202 typedef struct {
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);
207 } shader_backend_t;
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;
213 /* X11 locking */
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 */
219 extern int num_lock;
221 #if 0
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()
224 #else
225 #define ENTER_GL() wine_tsx11_lock_ptr()
226 #define LEAVE_GL() wine_tsx11_unlock_ptr()
227 #endif
229 /*****************************************************************************
230 * Defines
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__); \
275 } else do { \
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) \
287 do { \
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)); \
293 } while (0)
295 /* Macro to dump out the current state of the light chain */
296 #define DUMP_LIGHT_CHAIN() \
298 PLIGHTINFOEL *el = This->stateBlock->lights;\
299 while (el) { \
300 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
301 el = el->next; \
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;
321 /* Tracking */
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
348 #else
349 # define VTRACE(A)
350 #endif
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__)); \
360 } else do { \
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
377 # endif
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
381 array is drawn. */
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
384 # endif
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
391 # endif
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
397 /*****************************************************************************
398 * Prototypes
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403 int PrimitiveType,
404 long NumPrimitives,
405 /* for Indexed: */
406 long StartVertexIndex,
407 UINT numberOfVertices,
408 long StartIdx,
409 short idxBytes,
410 const void *idxData,
411 int minIndex);
413 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice *iface,
417 BOOL useVertexShaderFunction,
418 WineDirect3DVertexStridedData *strided,
419 BOOL *fixup);
421 void primitiveConvertFVFtoOffset(DWORD thisFVF,
422 DWORD stride,
423 BYTE *data,
424 WineDirect3DVertexStridedData *strided,
425 GLint streamVBO,
426 UINT streamNo);
428 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
430 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
432 #define eps 1e-8
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))
487 struct StateEntry
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 */
522 GLXContext glCtx;
523 Drawable drawable;
524 Display *display;
525 BOOL isPBuffer;
528 typedef enum ContextUsage {
529 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
530 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
531 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
532 } ContextUsage;
534 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
535 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
536 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
537 void 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 */
559 DWORD OriginalIndex;
560 LONG glIndex;
561 BOOL changed;
562 BOOL enabledChanged;
564 /* Converted parms to speed up swapping lights */
565 float lightPosn[4];
566 float lightDirn[4];
567 float exponent;
568 float cutoff;
570 struct list entry;
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
576 /*****************************************************************************
577 * IWineD3D implementation structure
579 typedef struct IWineD3DImpl
581 /* IUnknown fields */
582 const IWineD3DVtbl *lpVtbl;
583 LONG ref; /* Note: Ref counting not required */
585 /* WineD3D Information */
586 IUnknown *parent;
587 UINT dxVersion;
589 /* GL Information */
590 BOOL isGLInfoValid;
591 WineD3D_GL_Info gl_info;
592 } IWineD3DImpl;
594 extern const IWineD3DVtbl IWineD3D_Vtbl;
596 /* TODO: setup some flags in the registry to enable, disable pbuffer support
597 (since it will break quite a few things until contexts are managed properly!) */
598 extern BOOL pbuffer_support;
599 /* allocate one pbuffer per surface */
600 extern BOOL pbuffer_per_surface;
602 typedef struct ResourceList {
603 IWineD3DResource *resource;
604 struct ResourceList *next;
605 } ResourceList;
607 /* A helper function that dumps a resource list */
608 void dumpResources(ResourceList *resources);
610 /*****************************************************************************
611 * IWineD3DDevice implementation structure
613 struct IWineD3DDeviceImpl
615 /* IUnknown fields */
616 const IWineD3DDeviceVtbl *lpVtbl;
617 LONG ref; /* Note: Ref counting not required */
619 /* WineD3D Information */
620 IUnknown *parent;
621 IWineD3D *wineD3D;
623 /* Window styles to restore when switching fullscreen mode */
624 LONG style;
625 LONG exStyle;
627 /* X and GL Information */
628 GLint maxConcurrentLights;
629 GLenum offscreenBuffer;
631 /* Selected capabilities */
632 int vs_selected_mode;
633 int ps_selected_mode;
634 const shader_backend_t *shader_backend;
635 hash_table_t *glsl_program_lookup;
637 /* To store */
638 BOOL view_ident; /* true iff view matrix is identity */
639 BOOL untransformed;
641 /* State block related */
642 BOOL isRecordingState;
643 IWineD3DStateBlockImpl *stateBlock;
644 IWineD3DStateBlockImpl *updateStateBlock;
645 BOOL isInDraw;
647 /* Internal use fields */
648 WINED3DDEVICE_CREATION_PARAMETERS createParms;
649 UINT adapterNo;
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];
669 UINT currentPalette;
671 /* For rendering to a texture using glCopyTexImage */
672 BOOL render_offscreen;
673 WINED3D_DEPTHCOPYSTATE depth_copy_state;
674 GLuint fbo;
675 GLenum *draw_buffers;
677 /* Cursor management */
678 BOOL bCursorVisible;
679 UINT xHotSpot;
680 UINT yHotSpot;
681 UINT xScreenSpace;
682 UINT yScreenSpace;
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 */
690 BOOL debug;
692 /* Device state management */
693 HRESULT state;
694 BOOL d3d_initialized;
696 /* A flag to check for proper BeginScene / EndScene call pairs */
697 BOOL inScene;
699 /* process vertex shaders using software or hardware */
700 BOOL softwareVertexProcessing;
702 /* DirectDraw stuff */
703 HWND ddraw_window;
704 IWineD3DSurface *ddraw_primary;
705 DWORD ddraw_width, ddraw_height;
706 WINED3DFORMAT ddraw_format;
707 BOOL ddraw_fullscreen;
709 /* Final position fixup constant */
710 float posFixup[4];
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;
720 BOOL instancedDraw;
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;
745 GUID tag;
746 DWORD flags; /* DDSPD_* */
747 DWORD uniqueness_value;
749 union
751 LPVOID data;
752 LPUNKNOWN object;
753 } ptr;
755 DWORD size;
756 } PrivateData;
758 /*****************************************************************************
759 * IWineD3DResource implementation structure
761 typedef struct IWineD3DResourceClass
763 /* IUnknown fields */
764 LONG ref; /* Note: Ref counting not required */
766 /* WineD3DResource Information */
767 IUnknown *parent;
768 WINED3DRESOURCETYPE resourceType;
769 IWineD3DDeviceImpl *wineD3DDevice;
770 WINED3DPOOL pool;
771 UINT size;
772 DWORD usage;
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 */
797 DWORD fvf;
799 /* Vertex buffer object support */
800 GLuint vbo;
801 BYTE Flags;
802 LONG bindCount;
804 UINT dirtystart, dirtyend;
805 LONG lockcount;
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;
829 GLuint vbo;
830 UINT dirtystart, dirtyend;
831 LONG lockcount;
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,
859 } winetexturestates;
861 typedef struct Wined3dTextureStateMap {
862 CONST int state;
863 int function;
864 } Wined3dTextureStateMap;
866 /*****************************************************************************
867 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
869 typedef struct IWineD3DBaseTextureClass
871 UINT levels;
872 BOOL dirty;
873 WINED3DFORMAT format;
874 DWORD usage;
875 UINT textureName;
876 UINT LOD;
877 WINED3DTEXTUREFILTERTYPE filterType;
878 DWORD states[MAX_WINETEXTURESTATES];
879 LONG bindCount;
880 DWORD sampler;
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];
905 UINT width;
906 UINT height;
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];
927 UINT edgeLength;
928 float pow2scalingFactor;
930 } IWineD3DCubeTextureImpl;
932 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
934 typedef struct _WINED3DVOLUMET_DESC
936 UINT Width;
937 UINT Height;
938 UINT Depth;
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;
953 UINT bytesPerPixel;
955 BOOL lockable;
956 BOOL locked;
957 WINED3DBOX lockedBox;
958 WINED3DBOX dirtyBox;
959 BOOL dirty;
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];
979 UINT width;
980 UINT height;
981 UINT depth;
982 } IWineD3DVolumeTextureImpl;
984 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
986 typedef struct _WINED3DSURFACET_DESC
988 WINED3DMULTISAMPLE_TYPE MultiSampleType;
989 DWORD MultiSampleQuality;
990 UINT Width;
991 UINT Height;
992 } WINED3DSURFACET_DESC;
994 /*****************************************************************************
995 * Structure for DIB Surfaces (GetDC and GDI surfaces)
997 typedef struct wineD3DSurface_DIB {
998 HBITMAP DIBsection;
999 void* bitmap_data;
1000 HGDIOBJ holdbitmap;
1001 BOOL client_memory;
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 */
1019 UINT bytesPerPixel;
1021 /* TODO: move this off into a management class(maybe!) */
1022 DWORD Flags;
1024 UINT pow2Width;
1025 UINT pow2Height;
1027 /* Oversized texture */
1028 RECT glRect;
1030 #if 0
1031 /* precalculated x and y scalings for texture coords */
1032 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1033 float pow2scalingFactorY; /* = (Height / pow2Height) */
1034 #endif
1036 RECT lockedRect;
1037 RECT dirtyRect;
1038 int lockCount;
1039 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1041 glDescriptor glDescription;
1043 /* For GetDC */
1044 wineD3DSurface_DIB dib;
1045 HDC hDC;
1047 /* Color keys for DDraw */
1048 DDCOLORKEY DestBltCKey;
1049 DDCOLORKEY DestOverlayCKey;
1050 DDCOLORKEY SrcOverlayCKey;
1051 DDCOLORKEY SrcBltCKey;
1052 DWORD CKeyFlags;
1054 DDCOLORKEY glCKey;
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 | \
1132 SFLAG_CONVERTED | \
1133 SFLAG_DIBSECTION | \
1134 SFLAG_LOCKED | \
1135 SFLAG_DYNLOCK | \
1136 SFLAG_DYNCHANGE | \
1137 SFLAG_USERPTR | \
1138 SFLAG_CLIENT)
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;
1151 LONG ref;
1153 IUnknown *parent;
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 {
1170 BOOL indices;
1171 BOOL material;
1172 BOOL fvf;
1173 BOOL streamSource[MAX_STREAMS];
1174 BOOL streamFreq[MAX_STREAMS];
1175 BOOL textures[MAX_SAMPLERS];
1176 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1177 BOOL viewport;
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];
1182 BOOL vertexDecl;
1183 BOOL pixelShader;
1184 BOOL pixelShaderConstantsB[MAX_CONST_B];
1185 BOOL pixelShaderConstantsI[MAX_CONST_I];
1186 BOOL *pixelShaderConstantsF;
1187 BOOL vertexShader;
1188 BOOL vertexShaderConstantsB[MAX_CONST_B];
1189 BOOL vertexShaderConstantsI[MAX_CONST_I];
1190 BOOL *vertexShaderConstantsF;
1191 BOOL scissorRect;
1192 } SAVEDSTATES;
1194 typedef struct {
1195 struct list entry;
1196 DWORD count;
1197 DWORD idx[13];
1198 } constants_entry;
1200 struct IWineD3DStateBlockImpl
1202 /* IUnknown fields */
1203 const IWineD3DStateBlockVtbl *lpVtbl;
1204 LONG ref; /* Note: Ref counting not required */
1206 /* IWineD3DStateBlock information */
1207 IUnknown *parent;
1208 IWineD3DDeviceImpl *wineD3DDevice;
1209 WINED3DSTATEBLOCKTYPE blockType;
1211 /* Array indicating whether things have been set or changed */
1212 SAVEDSTATES changed;
1213 SAVEDSTATES set;
1214 struct list set_vconstantsF;
1215 struct list set_pconstantsF;
1217 /* Drawing - Vertex Shader or FVF related */
1218 DWORD fvf;
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;
1229 /* Stream Source */
1230 BOOL streamIsUP;
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 */
1237 /* Indices */
1238 IWineD3DIndexBuffer* pIndexData;
1239 UINT baseVertexIndex;
1240 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1242 /* Transform */
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 */
1251 /* Clipping */
1252 double clipplane[MAX_CLIPPLANES][4];
1253 WINED3DCLIPSTATUS clip_status;
1255 /* ViewPort */
1256 WINED3DVIEWPORT viewport;
1258 /* Material */
1259 WINED3DMATERIAL material;
1261 /* Pixel Shader */
1262 IWineD3DPixelShader *pixelShader;
1264 /* Pixel Shader Constants */
1265 BOOL pixelShaderConstantB[MAX_CONST_B];
1266 INT pixelShaderConstantI[MAX_CONST_I * 4];
1267 float *pixelShaderConstantF;
1269 /* RenderState */
1270 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1272 /* Texture */
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 */
1286 RECT scissorRect;
1289 extern void stateblock_savedstates_set(
1290 IWineD3DStateBlock* iface,
1291 SAVEDSTATES* states,
1292 BOOL value);
1294 extern void stateblock_savedstates_copy(
1295 IWineD3DStateBlock* iface,
1296 SAVEDSTATES* dest,
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 */
1313 IUnknown *parent;
1314 /*TODO: replace with iface usage */
1315 #if 0
1316 IWineD3DDevice *wineD3DDevice;
1317 #else
1318 IWineD3DDeviceImpl *wineD3DDevice;
1319 #endif
1321 /* IWineD3DQuery fields */
1322 WINED3DQUERYTYPE type;
1323 /* TODO: Think about using a IUnknown instead of a void* */
1324 void *extendedData;
1327 } IWineD3DQueryImpl;
1329 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1331 /* Datastructures for IWineD3DQueryImpl.extendedData */
1332 typedef struct WineQueryOcclusionData {
1333 GLuint queryId;
1334 } WineQueryOcclusionData;
1336 typedef struct WineQueryEventData {
1337 GLuint fenceId;
1338 } WineQueryEventData;
1340 /*****************************************************************************
1341 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1344 typedef struct IWineD3DSwapChainImpl
1346 /*IUnknown part*/
1347 const IWineD3DSwapChainVtbl *lpVtbl;
1348 LONG ref; /* Note: Ref counting not required */
1350 IUnknown *parent;
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;
1366 HWND win_handle;
1367 Window win;
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);
1401 /* Math utils */
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;
1474 typedef struct {
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 {
1494 DWORD usage;
1495 DWORD reg;
1496 } semantic;
1498 typedef struct local_constant {
1499 struct list entry;
1500 unsigned int idx;
1501 DWORD value[4];
1502 } 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];
1517 char bumpmat;
1519 /* Whether or not a loop is used in this shader */
1520 char loop;
1522 /* Whether or not this shader uses fog */
1523 char fog;
1525 } shader_reg_maps;
1527 #define SHADER_PGMSIZE 65535
1528 typedef struct SHADER_BUFFER {
1529 char* buffer;
1530 unsigned int bsize;
1531 unsigned int lineNo;
1532 BOOL newline;
1533 } SHADER_BUFFER;
1535 /* Undocumented opcode controls */
1536 #define INST_CONTROLS_SHIFT 16
1537 #define INST_CONTROLS_MASK 0x00ff0000
1539 typedef enum COMPARISON_TYPE {
1540 COMPARISON_GT = 1,
1541 COMPARISON_EQ = 2,
1542 COMPARISON_GE = 3,
1543 COMPARISON_LT = 4,
1544 COMPARISON_NE = 5,
1545 COMPARISON_LE = 6
1546 } COMPARISON_TYPE;
1548 typedef struct SHADER_OPCODE {
1549 unsigned int opcode;
1550 const char* name;
1551 const char* glname;
1552 char dst_token;
1553 CONST UINT num_params;
1554 SHADER_HANDLER hw_fct;
1555 SHADER_HANDLER hw_glsl_fct;
1556 DWORD min_version;
1557 DWORD max_version;
1558 } SHADER_OPCODE;
1560 typedef struct SHADER_OPCODE_ARG {
1561 IWineD3DBaseShader* shader;
1562 shader_reg_maps* reg_maps;
1563 CONST SHADER_OPCODE* opcode;
1564 DWORD opcode_token;
1565 DWORD dst;
1566 DWORD dst_addr;
1567 DWORD predicate;
1568 DWORD src[4];
1569 DWORD src_addr[4];
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;
1584 unsigned int label;
1585 } SHADER_LIMITS;
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,
1602 const DWORD code);
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
1726 DWORD hex_version;
1727 SHADER_LIMITS limits;
1728 SHADER_PARSE_STATE parse_state;
1729 CONST SHADER_OPCODE *shader_ins;
1730 CONST DWORD *function;
1731 UINT functionLength;
1732 GLuint prgId;
1733 BOOL is_compiled;
1735 /* Type of shader backend */
1736 int shader_mode;
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 {
1753 /* IUnknown */
1754 const IWineD3DBaseShaderVtbl *lpVtbl;
1755 LONG ref;
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,
1792 const DWORD param,
1793 const DWORD addr_token,
1794 int input);
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,
1803 DWORD* param,
1804 DWORD* addr_token);
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,
1812 GLhandleARB obj);
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 {
1843 /* IUnknown parts*/
1844 const IWineD3DVertexShaderVtbl *lpVtbl;
1845 LONG ref; /* Note: Ref counting not required */
1847 /* IWineD3DBaseShader */
1848 IWineD3DBaseShaderClass baseShader;
1850 /* IWineD3DVertexShaderImpl */
1851 IUnknown *parent;
1853 char usesFog;
1854 DWORD usage;
1856 /* Vertex shader input and output semantics */
1857 semantic semantics_in [MAX_ATTRIBS];
1858 semantic semantics_out [MAX_REG_OUTPUT];
1860 /* run time datas... */
1861 VSHADERDATA *data;
1862 #if 0 /* needs reworking */
1863 /* run time datas */
1864 VSHADERINPUTDATA input;
1865 VSHADEROUTPUTDATA output;
1866 #endif
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 */
1883 IUnknown *parent;
1885 /* Pixel shader input semantics */
1886 semantic semantics_in [MAX_REG_INPUT];
1888 /* run time data */
1889 PSHADERDATA *data;
1891 /* Some information about the shader behavior */
1892 char needsbumpmat;
1893 UINT bumpenvmatconst;
1895 #if 0 /* needs reworking */
1896 PSHADERINPUTDATA input;
1897 PSHADEROUTPUTDATA output;
1898 #endif
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;
1910 LONG ref;
1912 IUnknown *parent;
1913 IWineD3DDeviceImpl *wineD3DDevice;
1915 /* IWineD3DPalette */
1916 HPALETTE hpal;
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];
1922 DWORD Flags;
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
1934 typedef struct {
1935 WINED3DFORMAT format;
1936 DWORD alphaMask, redMask, greenMask, blueMask;
1937 UINT bpp;
1938 BOOL isFourcc;
1939 GLint glInternal, glFormat, glType;
1940 } PixelFormatDesc;
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);
1957 #endif