wined3d: Add support for mobile Geforce 3xx GPUs.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob77bcf0e988da99c5352fb233aa46335ef19b97c7
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
61 CHANNEL_SOURCE_X = 2,
62 CHANNEL_SOURCE_Y = 3,
63 CHANNEL_SOURCE_Z = 4,
64 CHANNEL_SOURCE_W = 5,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
69 enum complex_fixup
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
75 COMPLEX_FIXUP_P8 = 4,
78 #include <pshpack2.h>
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
90 #include <poppack.h>
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
101 sign0, src0,
102 sign1, src1,
103 sign2, src2,
104 sign3, src3,
106 return fixup;
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 return fixup;
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
145 /* Device caps */
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
155 struct min_lookup
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
193 if(e == 0) {
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
196 } else if(e < 31) {
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
198 } else {
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
210 if (e == 0)
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
215 else if (e < 15)
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
219 else
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
227 * Settings
229 #define VS_NONE 0
230 #define VS_HW 1
232 #define PS_NONE 0
233 #define PS_HW 1
235 #define VBO_NONE 0
236 #define VBO_HW 1
238 #define ORM_BACKBUFFER 0
239 #define ORM_FBO 1
241 #define SHADER_ARB 1
242 #define SHADER_GLSL 2
243 #define SHADER_ATI 3
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
257 int vs_mode;
258 int ps_mode;
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
262 BOOL glslRequested;
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 BOOL strict_draw_ordering;
272 } wined3d_settings_t;
274 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
276 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
278 WINED3DSTT_UNKNOWN = 0,
279 WINED3DSTT_1D = 1,
280 WINED3DSTT_2D = 2,
281 WINED3DSTT_CUBE = 3,
282 WINED3DSTT_VOLUME = 4,
283 } WINED3DSAMPLER_TEXTURE_TYPE;
285 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
287 WINED3DSPR_TEMP = 0,
288 WINED3DSPR_INPUT = 1,
289 WINED3DSPR_CONST = 2,
290 WINED3DSPR_ADDR = 3,
291 WINED3DSPR_TEXTURE = 3,
292 WINED3DSPR_RASTOUT = 4,
293 WINED3DSPR_ATTROUT = 5,
294 WINED3DSPR_TEXCRDOUT = 6,
295 WINED3DSPR_OUTPUT = 6,
296 WINED3DSPR_CONSTINT = 7,
297 WINED3DSPR_COLOROUT = 8,
298 WINED3DSPR_DEPTHOUT = 9,
299 WINED3DSPR_SAMPLER = 10,
300 WINED3DSPR_CONST2 = 11,
301 WINED3DSPR_CONST3 = 12,
302 WINED3DSPR_CONST4 = 13,
303 WINED3DSPR_CONSTBOOL = 14,
304 WINED3DSPR_LOOP = 15,
305 WINED3DSPR_TEMPFLOAT16 = 16,
306 WINED3DSPR_MISCTYPE = 17,
307 WINED3DSPR_LABEL = 18,
308 WINED3DSPR_PREDICATE = 19,
309 WINED3DSPR_IMMCONST,
310 WINED3DSPR_CONSTBUFFER,
311 } WINED3DSHADER_PARAM_REGISTER_TYPE;
313 enum wined3d_immconst_type
315 WINED3D_IMMCONST_FLOAT,
316 WINED3D_IMMCONST_FLOAT4,
319 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
321 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
323 WINED3DSPSM_NONE = 0,
324 WINED3DSPSM_NEG = 1,
325 WINED3DSPSM_BIAS = 2,
326 WINED3DSPSM_BIASNEG = 3,
327 WINED3DSPSM_SIGN = 4,
328 WINED3DSPSM_SIGNNEG = 5,
329 WINED3DSPSM_COMP = 6,
330 WINED3DSPSM_X2 = 7,
331 WINED3DSPSM_X2NEG = 8,
332 WINED3DSPSM_DZ = 9,
333 WINED3DSPSM_DW = 10,
334 WINED3DSPSM_ABS = 11,
335 WINED3DSPSM_ABSNEG = 12,
336 WINED3DSPSM_NOT = 13,
337 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
339 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
340 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
341 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
342 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
343 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
345 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
347 WINED3DSPDM_NONE = 0,
348 WINED3DSPDM_SATURATE = 1,
349 WINED3DSPDM_PARTIALPRECISION = 2,
350 WINED3DSPDM_MSAMPCENTROID = 4,
351 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
353 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
354 #define WINED3DSI_TEXLD_PROJECT 1
355 #define WINED3DSI_TEXLD_BIAS 2
357 typedef enum COMPARISON_TYPE
359 COMPARISON_GT = 1,
360 COMPARISON_EQ = 2,
361 COMPARISON_GE = 3,
362 COMPARISON_LT = 4,
363 COMPARISON_NE = 5,
364 COMPARISON_LE = 6,
365 } COMPARISON_TYPE;
367 #define WINED3D_SM1_VS 0xfffe
368 #define WINED3D_SM1_PS 0xffff
369 #define WINED3D_SM4_PS 0x0000
370 #define WINED3D_SM4_VS 0x0001
371 #define WINED3D_SM4_GS 0x0002
373 /* Shader version tokens, and shader end tokens */
374 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
375 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
377 /* Shader backends */
379 /* TODO: Make this dynamic, based on shader limits ? */
380 #define MAX_ATTRIBS 16
381 #define MAX_REG_ADDR 1
382 #define MAX_REG_TEMP 32
383 #define MAX_REG_TEXCRD 8
384 #define MAX_REG_INPUT 12
385 #define MAX_REG_OUTPUT 12
386 #define MAX_CONST_I 16
387 #define MAX_CONST_B 16
389 /* FIXME: This needs to go up to 2048 for
390 * Shader model 3 according to msdn (and for software shaders) */
391 #define MAX_LABELS 16
393 #define SHADER_PGMSIZE 65535
395 struct wined3d_shader_buffer
397 char *buffer;
398 unsigned int bsize;
399 unsigned int lineNo;
400 BOOL newline;
403 enum WINED3D_SHADER_INSTRUCTION_HANDLER
405 WINED3DSIH_ABS,
406 WINED3DSIH_ADD,
407 WINED3DSIH_BEM,
408 WINED3DSIH_BREAK,
409 WINED3DSIH_BREAKC,
410 WINED3DSIH_BREAKP,
411 WINED3DSIH_CALL,
412 WINED3DSIH_CALLNZ,
413 WINED3DSIH_CMP,
414 WINED3DSIH_CND,
415 WINED3DSIH_CRS,
416 WINED3DSIH_CUT,
417 WINED3DSIH_DCL,
418 WINED3DSIH_DEF,
419 WINED3DSIH_DEFB,
420 WINED3DSIH_DEFI,
421 WINED3DSIH_DP2ADD,
422 WINED3DSIH_DP3,
423 WINED3DSIH_DP4,
424 WINED3DSIH_DST,
425 WINED3DSIH_DSX,
426 WINED3DSIH_DSY,
427 WINED3DSIH_ELSE,
428 WINED3DSIH_EMIT,
429 WINED3DSIH_ENDIF,
430 WINED3DSIH_ENDLOOP,
431 WINED3DSIH_ENDREP,
432 WINED3DSIH_EXP,
433 WINED3DSIH_EXPP,
434 WINED3DSIH_FRC,
435 WINED3DSIH_IADD,
436 WINED3DSIH_IF,
437 WINED3DSIH_IFC,
438 WINED3DSIH_IGE,
439 WINED3DSIH_LABEL,
440 WINED3DSIH_LIT,
441 WINED3DSIH_LOG,
442 WINED3DSIH_LOGP,
443 WINED3DSIH_LOOP,
444 WINED3DSIH_LRP,
445 WINED3DSIH_LT,
446 WINED3DSIH_M3x2,
447 WINED3DSIH_M3x3,
448 WINED3DSIH_M3x4,
449 WINED3DSIH_M4x3,
450 WINED3DSIH_M4x4,
451 WINED3DSIH_MAD,
452 WINED3DSIH_MAX,
453 WINED3DSIH_MIN,
454 WINED3DSIH_MOV,
455 WINED3DSIH_MOVA,
456 WINED3DSIH_MUL,
457 WINED3DSIH_NOP,
458 WINED3DSIH_NRM,
459 WINED3DSIH_PHASE,
460 WINED3DSIH_POW,
461 WINED3DSIH_RCP,
462 WINED3DSIH_REP,
463 WINED3DSIH_RET,
464 WINED3DSIH_RSQ,
465 WINED3DSIH_SETP,
466 WINED3DSIH_SGE,
467 WINED3DSIH_SGN,
468 WINED3DSIH_SINCOS,
469 WINED3DSIH_SLT,
470 WINED3DSIH_SUB,
471 WINED3DSIH_TEX,
472 WINED3DSIH_TEXBEM,
473 WINED3DSIH_TEXBEML,
474 WINED3DSIH_TEXCOORD,
475 WINED3DSIH_TEXDEPTH,
476 WINED3DSIH_TEXDP3,
477 WINED3DSIH_TEXDP3TEX,
478 WINED3DSIH_TEXKILL,
479 WINED3DSIH_TEXLDD,
480 WINED3DSIH_TEXLDL,
481 WINED3DSIH_TEXM3x2DEPTH,
482 WINED3DSIH_TEXM3x2PAD,
483 WINED3DSIH_TEXM3x2TEX,
484 WINED3DSIH_TEXM3x3,
485 WINED3DSIH_TEXM3x3DIFF,
486 WINED3DSIH_TEXM3x3PAD,
487 WINED3DSIH_TEXM3x3SPEC,
488 WINED3DSIH_TEXM3x3TEX,
489 WINED3DSIH_TEXM3x3VSPEC,
490 WINED3DSIH_TEXREG2AR,
491 WINED3DSIH_TEXREG2GB,
492 WINED3DSIH_TEXREG2RGB,
493 WINED3DSIH_TABLE_SIZE
496 enum wined3d_shader_type
498 WINED3D_SHADER_TYPE_PIXEL,
499 WINED3D_SHADER_TYPE_VERTEX,
500 WINED3D_SHADER_TYPE_GEOMETRY,
503 struct wined3d_shader_version
505 enum wined3d_shader_type type;
506 BYTE major;
507 BYTE minor;
510 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
512 typedef struct shader_reg_maps
514 struct wined3d_shader_version shader_version;
515 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
516 BYTE address; /* MAX_REG_ADDR, 1 */
517 WORD labels; /* MAX_LABELS, 16 */
518 DWORD temporary; /* MAX_REG_TEMP, 32 */
519 DWORD *constf; /* pixel, vertex */
520 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
521 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
522 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
523 WORD integer_constants; /* MAX_CONST_I, 16 */
524 WORD boolean_constants; /* MAX_CONST_B, 16 */
525 WORD local_int_consts; /* MAX_CONST_I, 16 */
526 WORD local_bool_consts; /* MAX_CONST_B, 16 */
528 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
529 BYTE bumpmat; /* MAX_TEXTURES, 8 */
530 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
532 WORD usesnrm : 1;
533 WORD vpos : 1;
534 WORD usesdsx : 1;
535 WORD usesdsy : 1;
536 WORD usestexldd : 1;
537 WORD usesmova : 1;
538 WORD usesfacing : 1;
539 WORD usesrelconstF : 1;
540 WORD fog : 1;
541 WORD usestexldl : 1;
542 WORD usesifc : 1;
543 WORD usescall : 1;
544 WORD usesrcp : 1;
545 WORD padding : 3;
547 /* Whether or not loops are used in this shader, and nesting depth */
548 unsigned loop_depth;
549 unsigned highest_render_target;
551 } shader_reg_maps;
553 struct wined3d_shader_context
555 IWineD3DBaseShader *shader;
556 const struct wined3d_gl_info *gl_info;
557 const struct shader_reg_maps *reg_maps;
558 struct wined3d_shader_buffer *buffer;
559 void *backend_data;
562 struct wined3d_shader_register
564 WINED3DSHADER_PARAM_REGISTER_TYPE type;
565 UINT idx;
566 UINT array_idx;
567 const struct wined3d_shader_src_param *rel_addr;
568 enum wined3d_immconst_type immconst_type;
569 DWORD immconst_data[4];
572 struct wined3d_shader_dst_param
574 struct wined3d_shader_register reg;
575 DWORD write_mask;
576 DWORD modifiers;
577 DWORD shift;
580 struct wined3d_shader_src_param
582 struct wined3d_shader_register reg;
583 DWORD swizzle;
584 DWORD modifiers;
587 struct wined3d_shader_instruction
589 const struct wined3d_shader_context *ctx;
590 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
591 DWORD flags;
592 BOOL coissue;
593 DWORD predicate;
594 UINT dst_count;
595 const struct wined3d_shader_dst_param *dst;
596 UINT src_count;
597 const struct wined3d_shader_src_param *src;
600 struct wined3d_shader_semantic
602 WINED3DDECLUSAGE usage;
603 UINT usage_idx;
604 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
605 struct wined3d_shader_dst_param reg;
608 struct wined3d_shader_attribute
610 WINED3DDECLUSAGE usage;
611 UINT usage_idx;
614 struct wined3d_shader_loop_control
616 unsigned int count;
617 unsigned int start;
618 int step;
621 struct wined3d_shader_frontend
623 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
624 void (*shader_free)(void *data);
625 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
626 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
627 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
628 struct wined3d_shader_src_param *src_rel_addr);
629 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
630 struct wined3d_shader_src_param *dst_rel_addr);
631 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
632 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
633 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
636 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
637 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
639 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
641 struct shader_caps {
642 DWORD VertexShaderVersion;
643 DWORD MaxVertexShaderConst;
645 DWORD PixelShaderVersion;
646 float PixelShader1xMaxValue;
647 DWORD MaxPixelShaderConst;
649 BOOL VSClipping;
652 enum tex_types
654 tex_1d = 0,
655 tex_2d = 1,
656 tex_3d = 2,
657 tex_cube = 3,
658 tex_rect = 4,
659 tex_type_count = 5,
662 enum vertexprocessing_mode {
663 fixedfunction,
664 vertexshader,
665 pretransformed
668 #define WINED3D_CONST_NUM_UNUSED ~0U
670 enum fogmode {
671 FOG_OFF,
672 FOG_LINEAR,
673 FOG_EXP,
674 FOG_EXP2
677 /* Stateblock dependent parameters which have to be hardcoded
678 * into the shader code
680 struct ps_compile_args {
681 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
682 enum vertexprocessing_mode vp_mode;
683 enum fogmode fog;
684 /* Projected textures(ps 1.0-1.3) */
685 /* Texture types(2D, Cube, 3D) in ps 1.x */
686 BOOL srgb_correction;
687 WORD np2_fixup;
688 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
689 D3D9 has a limit of 16 samplers and the fixup is superfluous
690 in D3D10 (unconditional NP2 support mandatory). */
691 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
694 enum fog_src_type {
695 VS_FOG_Z = 0,
696 VS_FOG_COORD = 1
699 struct vs_compile_args {
700 BYTE fog_src;
701 BYTE clip_enabled;
702 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
705 struct wined3d_context;
707 typedef struct {
708 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
709 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
710 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size);
711 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
712 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
713 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
714 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
715 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
716 void (*shader_destroy)(IWineD3DBaseShader *iface);
717 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
718 void (*shader_free_private)(IWineD3DDevice *iface);
719 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
720 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
721 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
722 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
723 } shader_backend_t;
725 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
726 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
727 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
729 /* X11 locking */
731 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
732 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
734 /* As GLX relies on X, this is needed */
735 extern int num_lock DECLSPEC_HIDDEN;
737 #if 0
738 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
739 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
740 #else
741 #define ENTER_GL() wine_tsx11_lock_ptr()
742 #define LEAVE_GL() wine_tsx11_unlock_ptr()
743 #endif
745 /*****************************************************************************
746 * Defines
749 /* GL related defines */
750 /* ------------------ */
751 #define GL_EXTCALL(f) (gl_info->f)
753 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
754 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
755 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
756 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
758 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
759 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
760 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
761 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
763 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
764 (vec)[0] = D3DCOLOR_R(dw); \
765 (vec)[1] = D3DCOLOR_G(dw); \
766 (vec)[2] = D3DCOLOR_B(dw); \
767 (vec)[3] = D3DCOLOR_A(dw); \
768 } while(0)
770 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
772 /* Checking of API calls */
773 /* --------------------- */
774 #ifndef WINE_NO_DEBUG_MSGS
775 #define checkGLcall(A) \
776 do { \
777 GLint err; \
778 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
779 err = glGetError(); \
780 if (err == GL_NO_ERROR) { \
781 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
783 } else do { \
784 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
785 debug_glerror(err), err, A, __FILE__, __LINE__); \
786 err = glGetError(); \
787 } while (err != GL_NO_ERROR); \
788 } while(0)
789 #else
790 #define checkGLcall(A) do {} while(0)
791 #endif
793 /* Trace routines / diagnostics */
794 /* ---------------------------- */
796 /* Dump out a matrix and copy it */
797 #define conv_mat(mat,gl_mat) \
798 do { \
799 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
800 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
801 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
802 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
803 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
804 } while (0)
806 /* Trace vector and strided data information */
807 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
808 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
809 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
810 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
812 /* Advance declaration of structures to satisfy compiler */
813 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
814 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
815 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
816 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
817 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
819 /* Global variables */
820 extern const float identity[16] DECLSPEC_HIDDEN;
822 /*****************************************************************************
823 * Compilable extra diagnostics
826 /* TODO: Confirm each of these works when wined3d move completed */
827 #if 0 /* NOTE: Must be 0 in cvs */
828 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
829 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
830 is enabled, and if it doesn't exist it is disabled. */
831 # define FRAME_DEBUGGING
832 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
833 the file is deleted */
834 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
835 # define SINGLE_FRAME_DEBUGGING
836 # endif
837 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
838 It can only be enabled when FRAME_DEBUGGING is also enabled
839 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
840 array is drawn. */
841 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
842 # define SHOW_FRAME_MAKEUP 1
843 # endif
844 /* The following, when enabled, lets you see the makeup of the all the textures used during each
845 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
846 The contents of the textures assigned to each stage are written into
847 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
848 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
849 # define SHOW_TEXTURE_MAKEUP 0
850 # endif
851 extern BOOL isOn;
852 extern BOOL isDumpingFrames;
853 extern LONG primCounter;
854 #endif
856 enum wined3d_ffp_idx
858 WINED3D_FFP_POSITION = 0,
859 WINED3D_FFP_BLENDWEIGHT = 1,
860 WINED3D_FFP_BLENDINDICES = 2,
861 WINED3D_FFP_NORMAL = 3,
862 WINED3D_FFP_PSIZE = 4,
863 WINED3D_FFP_DIFFUSE = 5,
864 WINED3D_FFP_SPECULAR = 6,
865 WINED3D_FFP_TEXCOORD0 = 7,
866 WINED3D_FFP_TEXCOORD1 = 8,
867 WINED3D_FFP_TEXCOORD2 = 9,
868 WINED3D_FFP_TEXCOORD3 = 10,
869 WINED3D_FFP_TEXCOORD4 = 11,
870 WINED3D_FFP_TEXCOORD5 = 12,
871 WINED3D_FFP_TEXCOORD6 = 13,
872 WINED3D_FFP_TEXCOORD7 = 14,
875 enum wined3d_ffp_emit_idx
877 WINED3D_FFP_EMIT_FLOAT1 = 0,
878 WINED3D_FFP_EMIT_FLOAT2 = 1,
879 WINED3D_FFP_EMIT_FLOAT3 = 2,
880 WINED3D_FFP_EMIT_FLOAT4 = 3,
881 WINED3D_FFP_EMIT_D3DCOLOR = 4,
882 WINED3D_FFP_EMIT_UBYTE4 = 5,
883 WINED3D_FFP_EMIT_SHORT2 = 6,
884 WINED3D_FFP_EMIT_SHORT4 = 7,
885 WINED3D_FFP_EMIT_UBYTE4N = 8,
886 WINED3D_FFP_EMIT_SHORT2N = 9,
887 WINED3D_FFP_EMIT_SHORT4N = 10,
888 WINED3D_FFP_EMIT_USHORT2N = 11,
889 WINED3D_FFP_EMIT_USHORT4N = 12,
890 WINED3D_FFP_EMIT_UDEC3 = 13,
891 WINED3D_FFP_EMIT_DEC3N = 14,
892 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
893 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
894 WINED3D_FFP_EMIT_COUNT = 17
897 struct wined3d_stream_info_element
899 const struct wined3d_format_desc *format_desc;
900 GLsizei stride;
901 const BYTE *data;
902 UINT stream_idx;
903 GLuint buffer_object;
906 struct wined3d_stream_info
908 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
909 BOOL position_transformed;
910 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
911 WORD use_map; /* MAX_ATTRIBS, 16 */
914 /*****************************************************************************
915 * Prototypes
918 /* Routine common to the draw primitive and draw indexed primitive routines */
919 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
920 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
921 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
923 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
924 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
925 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
926 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
928 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
929 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
930 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
932 #define eps 1e-8
934 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
935 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
937 /* Routines and structures related to state management */
939 #define STATE_RENDER(a) (a)
940 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
942 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
943 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
945 /* + 1 because samplers start with 0 */
946 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
947 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
949 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
950 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
952 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
953 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
955 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
956 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
957 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
958 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
960 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
961 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
963 #define STATE_VSHADER (STATE_VDECL + 1)
964 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
966 #define STATE_VIEWPORT (STATE_VSHADER + 1)
967 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
969 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
970 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
971 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
972 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
974 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
975 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
977 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
978 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
980 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
981 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
983 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
984 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
986 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
987 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
989 #define STATE_HIGHEST (STATE_FRONTFACE)
991 enum fogsource {
992 FOGSOURCE_FFP,
993 FOGSOURCE_VS,
994 FOGSOURCE_COORD,
997 #define WINED3D_MAX_FBO_ENTRIES 64
999 struct wined3d_occlusion_query
1001 struct list entry;
1002 GLuint id;
1003 struct wined3d_context *context;
1006 union wined3d_gl_query_object
1008 GLuint id;
1009 GLsync sync;
1012 struct wined3d_event_query
1014 struct list entry;
1015 union wined3d_gl_query_object object;
1016 struct wined3d_context *context;
1019 enum wined3d_event_query_result
1021 WINED3D_EVENT_QUERY_OK,
1022 WINED3D_EVENT_QUERY_WAITING,
1023 WINED3D_EVENT_QUERY_NOT_STARTED,
1024 WINED3D_EVENT_QUERY_WRONG_THREAD,
1025 WINED3D_EVENT_QUERY_ERROR
1028 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1029 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1030 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1031 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1032 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1034 struct wined3d_context
1036 const struct wined3d_gl_info *gl_info;
1037 /* State dirtification
1038 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1039 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1040 * 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
1041 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1043 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1044 DWORD numDirtyEntries;
1045 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1047 IWineD3DSwapChainImpl *swapchain;
1048 IWineD3DSurfaceImpl *current_rt;
1049 DWORD tid; /* Thread ID which owns this context at the moment */
1051 /* Stores some information about the context state for optimization */
1052 WORD render_offscreen : 1;
1053 WORD draw_buffer_dirty : 1;
1054 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1055 WORD last_was_pshader : 1;
1056 WORD last_was_vshader : 1;
1057 WORD namedArraysLoaded : 1;
1058 WORD numberedArraysLoaded : 1;
1059 WORD last_was_blit : 1;
1060 WORD last_was_ckey : 1;
1061 WORD fog_coord : 1;
1062 WORD fog_enabled : 1;
1063 WORD num_untracked_materials : 2; /* Max value 2 */
1064 WORD current : 1;
1065 WORD destroyed : 1;
1066 WORD valid : 1;
1067 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1068 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1069 DWORD numbered_array_mask;
1070 GLenum tracking_parm; /* Which source is tracking current colour */
1071 GLenum untracked_materials[2];
1072 UINT blit_w, blit_h;
1073 enum fogsource fog_source;
1075 char *vshader_const_dirty, *pshader_const_dirty;
1077 /* The actual opengl context */
1078 UINT level;
1079 HGLRC restore_ctx;
1080 HDC restore_dc;
1081 HGLRC glCtx;
1082 HWND win_handle;
1083 HDC hdc;
1084 int pixel_format;
1085 GLint aux_buffers;
1087 /* FBOs */
1088 UINT fbo_entry_count;
1089 struct list fbo_list;
1090 struct list fbo_destroy_list;
1091 struct fbo_entry *current_fbo;
1092 GLuint dst_fbo;
1093 GLuint fbo_read_binding;
1094 GLuint fbo_draw_binding;
1095 BOOL rebind_fbo;
1096 IWineD3DSurfaceImpl **blit_targets;
1098 /* Queries */
1099 GLuint *free_occlusion_queries;
1100 UINT free_occlusion_query_size;
1101 UINT free_occlusion_query_count;
1102 struct list occlusion_queries;
1104 union wined3d_gl_query_object *free_event_queries;
1105 UINT free_event_query_size;
1106 UINT free_event_query_count;
1107 struct list event_queries;
1109 /* Extension emulation */
1110 GLint gl_fog_source;
1111 GLfloat fog_coord_value;
1112 GLfloat color[4], fogstart, fogend, fogcolor[4];
1113 GLuint dummy_arbfp_prog;
1116 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1118 struct StateEntry
1120 DWORD representative;
1121 APPLYSTATEFUNC apply;
1124 struct StateEntryTemplate
1126 DWORD state;
1127 struct StateEntry content;
1128 GL_SupportedExt extension;
1131 struct fragment_caps
1133 DWORD PrimitiveMiscCaps;
1134 DWORD TextureOpCaps;
1135 DWORD MaxTextureBlendStages;
1136 DWORD MaxSimultaneousTextures;
1139 struct fragment_pipeline
1141 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1142 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1143 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1144 void (*free_private)(IWineD3DDevice *iface);
1145 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1146 const struct StateEntryTemplate *states;
1147 BOOL ffp_proj_control;
1150 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1151 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1152 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1153 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1154 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1155 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1156 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1158 /* "Base" state table */
1159 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1160 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1161 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1163 enum blit_operation
1165 BLIT_OP_BLIT,
1166 BLIT_OP_COLOR_FILL
1169 /* Shaders for color conversions in blits */
1170 struct blit_shader
1172 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1173 void (*free_private)(IWineD3DDevice *iface);
1174 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1175 void (*unset_shader)(IWineD3DDevice *iface);
1176 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1177 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1178 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1179 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1182 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1183 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1184 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1186 /* Temporary blit_shader helper functions */
1187 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1188 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1189 DWORD Filter) DECLSPEC_HIDDEN;
1191 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
1192 void context_alloc_event_query(struct wined3d_context *context,
1193 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1194 void context_alloc_occlusion_query(struct wined3d_context *context,
1195 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1196 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1197 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
1198 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1199 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1200 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1201 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1202 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1203 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1204 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1205 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1206 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1207 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1208 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1209 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1210 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1211 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1212 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1213 void context_resource_released(IWineD3DDevice *iface,
1214 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1215 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1216 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1217 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1218 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1220 /* Macros for doing basic GPU detection based on opengl capabilities */
1221 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1222 #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])
1223 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1224 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1225 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1227 /*****************************************************************************
1228 * Internal representation of a light
1230 struct wined3d_light_info
1232 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1233 DWORD OriginalIndex;
1234 LONG glIndex;
1235 BOOL enabled;
1237 /* Converted parms to speed up swapping lights */
1238 float lightPosn[4];
1239 float lightDirn[4];
1240 float exponent;
1241 float cutoff;
1243 struct list entry;
1246 /* The default light parameters */
1247 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1249 typedef struct WineD3D_PixelFormat
1251 int iPixelFormat; /* WGL pixel format */
1252 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1253 int redSize, greenSize, blueSize, alphaSize, colorSize;
1254 int depthSize, stencilSize;
1255 BOOL windowDrawable;
1256 BOOL doubleBuffer;
1257 int auxBuffers;
1258 int numSamples;
1259 } WineD3D_PixelFormat;
1261 enum wined3d_gl_vendor
1263 GL_VENDOR_UNKNOWN,
1264 GL_VENDOR_APPLE,
1265 GL_VENDOR_FGLRX,
1266 GL_VENDOR_INTEL,
1267 GL_VENDOR_MESA,
1268 GL_VENDOR_NVIDIA,
1272 enum wined3d_pci_vendor
1274 HW_VENDOR_SOFTWARE = 0x0000,
1275 HW_VENDOR_ATI = 0x1002,
1276 HW_VENDOR_NVIDIA = 0x10de,
1277 HW_VENDOR_INTEL = 0x8086,
1280 enum wined3d_pci_device
1282 CARD_WINE = 0x0000,
1284 CARD_ATI_RAGE_128PRO = 0x5246,
1285 CARD_ATI_RADEON_7200 = 0x5144,
1286 CARD_ATI_RADEON_8500 = 0x514c,
1287 CARD_ATI_RADEON_9500 = 0x4144,
1288 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1289 CARD_ATI_RADEON_X700 = 0x5e4c,
1290 CARD_ATI_RADEON_X1600 = 0x71c2,
1291 CARD_ATI_RADEON_HD2350 = 0x94c7,
1292 CARD_ATI_RADEON_HD2600 = 0x9581,
1293 CARD_ATI_RADEON_HD2900 = 0x9400,
1294 CARD_ATI_RADEON_HD3200 = 0x9620,
1295 CARD_ATI_RADEON_HD4350 = 0x954f,
1296 CARD_ATI_RADEON_HD4550 = 0x9540,
1297 CARD_ATI_RADEON_HD4600 = 0x9495,
1298 CARD_ATI_RADEON_HD4650 = 0x9498,
1299 CARD_ATI_RADEON_HD4670 = 0x9490,
1300 CARD_ATI_RADEON_HD4700 = 0x944e,
1301 CARD_ATI_RADEON_HD4770 = 0x94b3,
1302 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1303 CARD_ATI_RADEON_HD4830 = 0x944c,
1304 CARD_ATI_RADEON_HD4850 = 0x9442,
1305 CARD_ATI_RADEON_HD4870 = 0x9440,
1306 CARD_ATI_RADEON_HD4890 = 0x9460,
1307 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1308 CARD_ATI_RADEON_HD5750 = 0x68BE,
1309 CARD_ATI_RADEON_HD5770 = 0x68B8,
1310 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1311 CARD_ATI_RADEON_HD5850 = 0x6898,
1312 CARD_ATI_RADEON_HD5870 = 0x6899,
1314 CARD_NVIDIA_RIVA_128 = 0x0018,
1315 CARD_NVIDIA_RIVA_TNT = 0x0020,
1316 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1317 CARD_NVIDIA_GEFORCE = 0x0100,
1318 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1319 CARD_NVIDIA_GEFORCE2 = 0x0150,
1320 CARD_NVIDIA_GEFORCE3 = 0x0200,
1321 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1322 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1323 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1324 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1325 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1326 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1327 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1328 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1329 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1330 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1331 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1332 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1333 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1334 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1335 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1336 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1337 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1338 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1339 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1340 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1341 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1342 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1343 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1344 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1345 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1346 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1347 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1348 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1349 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1350 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1351 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1352 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1353 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1354 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1355 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1357 CARD_INTEL_845G = 0x2562,
1358 CARD_INTEL_I830G = 0x3577,
1359 CARD_INTEL_I855G = 0x3582,
1360 CARD_INTEL_I865G = 0x2572,
1361 CARD_INTEL_I915G = 0x2582,
1362 CARD_INTEL_I915GM = 0x2592,
1363 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1364 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1367 struct wined3d_fbo_ops
1369 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1370 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1371 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1372 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1373 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1374 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1375 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1376 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1377 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1378 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1379 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1380 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1381 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1382 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1383 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1384 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1385 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1386 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1387 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1390 struct wined3d_gl_limits
1392 UINT buffers;
1393 UINT lights;
1394 UINT textures;
1395 UINT texture_stages;
1396 UINT fragment_samplers;
1397 UINT vertex_samplers;
1398 UINT combined_samplers;
1399 UINT general_combiners;
1400 UINT sampler_stages;
1401 UINT clipplanes;
1402 UINT texture_size;
1403 UINT texture3d_size;
1404 float pointsize_max;
1405 float pointsize_min;
1406 UINT point_sprite_units;
1407 UINT blends;
1408 UINT anisotropy;
1409 float shininess;
1411 UINT glsl_varyings;
1412 UINT glsl_vs_float_constants;
1413 UINT glsl_ps_float_constants;
1415 UINT arb_vs_float_constants;
1416 UINT arb_vs_native_constants;
1417 UINT arb_vs_instructions;
1418 UINT arb_vs_temps;
1419 UINT arb_ps_float_constants;
1420 UINT arb_ps_local_constants;
1421 UINT arb_ps_native_constants;
1422 UINT arb_ps_instructions;
1423 UINT arb_ps_temps;
1426 struct wined3d_gl_info
1428 DWORD glsl_version;
1429 UINT vidmem;
1430 struct wined3d_gl_limits limits;
1431 DWORD reserved_glsl_constants;
1432 DWORD quirks;
1433 BOOL supported[WINED3D_GL_EXT_COUNT];
1434 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1436 struct wined3d_fbo_ops fbo_ops;
1437 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1438 /* GL function pointers */
1439 GL_EXT_FUNCS_GEN
1440 /* WGL function pointers */
1441 WGL_EXT_FUNCS_GEN
1442 #undef USE_GL_FUNC
1444 struct wined3d_format_desc *gl_formats;
1447 struct wined3d_driver_info
1449 enum wined3d_pci_vendor vendor;
1450 enum wined3d_pci_device device;
1451 const char *name;
1452 const char *description;
1453 DWORD version_high;
1454 DWORD version_low;
1457 /* The adapter structure */
1458 struct wined3d_adapter
1460 UINT ordinal;
1461 BOOL opengl;
1462 POINT monitorPoint;
1463 struct wined3d_gl_info gl_info;
1464 struct wined3d_driver_info driver_info;
1465 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1466 int nCfgs;
1467 WineD3D_PixelFormat *cfgs;
1468 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1469 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1470 unsigned int UsedTextureRam;
1471 LUID luid;
1473 const struct fragment_pipeline *fragment_pipe;
1474 const shader_backend_t *shader_backend;
1475 const struct blit_shader *blitter;
1478 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1479 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1480 extern unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, unsigned int glram) DECLSPEC_HIDDEN;
1481 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1483 /*****************************************************************************
1484 * High order patch management
1486 struct WineD3DRectPatch
1488 UINT Handle;
1489 float *mem;
1490 WineDirect3DVertexStridedData strided;
1491 WINED3DRECTPATCH_INFO RectPatchInfo;
1492 float numSegs[4];
1493 char has_normals, has_texcoords;
1494 struct list entry;
1497 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1499 enum projection_types
1501 proj_none = 0,
1502 proj_count3 = 1,
1503 proj_count4 = 2
1506 enum dst_arg
1508 resultreg = 0,
1509 tempreg = 1
1512 /*****************************************************************************
1513 * Fixed function pipeline replacements
1515 #define ARG_UNUSED 0xff
1516 struct texture_stage_op
1518 unsigned cop : 8;
1519 unsigned carg1 : 8;
1520 unsigned carg2 : 8;
1521 unsigned carg0 : 8;
1523 unsigned aop : 8;
1524 unsigned aarg1 : 8;
1525 unsigned aarg2 : 8;
1526 unsigned aarg0 : 8;
1528 struct color_fixup_desc color_fixup;
1529 unsigned tex_type : 3;
1530 unsigned dst : 1;
1531 unsigned projected : 2;
1532 unsigned padding : 10;
1535 struct ffp_frag_settings {
1536 struct texture_stage_op op[MAX_TEXTURES];
1537 enum fogmode fog;
1538 /* Use shorts instead of chars to get dword alignment */
1539 unsigned short sRGB_write;
1540 unsigned short emul_clipplanes;
1543 struct ffp_frag_desc
1545 struct wine_rb_entry entry;
1546 struct ffp_frag_settings settings;
1549 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1550 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1552 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1553 BOOL ignore_textype) DECLSPEC_HIDDEN;
1554 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1555 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1556 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1558 /*****************************************************************************
1559 * IWineD3D implementation structure
1561 typedef struct IWineD3DImpl
1563 /* IUnknown fields */
1564 const IWineD3DVtbl *lpVtbl;
1565 LONG ref; /* Note: Ref counting not required */
1567 /* WineD3D Information */
1568 IUnknown *parent;
1569 UINT dxVersion;
1571 UINT adapter_count;
1572 struct wined3d_adapter adapters[1];
1573 } IWineD3DImpl;
1575 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1576 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1577 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1579 /*****************************************************************************
1580 * IWineD3DDevice implementation structure
1582 #define WINED3D_UNMAPPED_STAGE ~0U
1584 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1585 #define WINED3DCREATE_MULTITHREADED 0x00000004
1587 struct IWineD3DDeviceImpl
1589 /* IUnknown fields */
1590 const IWineD3DDeviceVtbl *lpVtbl;
1591 LONG ref; /* Note: Ref counting not required */
1593 /* WineD3D Information */
1594 IUnknown *parent;
1595 IWineD3DDeviceParent *device_parent;
1596 IWineD3D *wined3d;
1597 struct wined3d_adapter *adapter;
1599 /* Window styles to restore when switching fullscreen mode */
1600 LONG style;
1601 LONG exStyle;
1603 /* X and GL Information */
1604 GLint maxConcurrentLights;
1605 GLenum offscreenBuffer;
1607 /* Selected capabilities */
1608 int vs_selected_mode;
1609 int ps_selected_mode;
1610 const shader_backend_t *shader_backend;
1611 void *shader_priv;
1612 void *fragment_priv;
1613 void *blit_priv;
1614 struct StateEntry StateTable[STATE_HIGHEST + 1];
1615 /* Array of functions for states which are handled by more than one pipeline part */
1616 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1617 const struct fragment_pipeline *frag_pipe;
1618 const struct blit_shader *blitter;
1620 unsigned int max_ffp_textures;
1621 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1622 DWORD vs_clipping;
1624 WORD view_ident : 1; /* true iff view matrix is identity */
1625 WORD untransformed : 1;
1626 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1627 WORD isRecordingState : 1;
1628 WORD isInDraw : 1;
1629 WORD bCursorVisible : 1;
1630 WORD haveHardwareCursor : 1;
1631 WORD d3d_initialized : 1;
1632 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1633 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1634 WORD useDrawStridedSlow : 1;
1635 WORD instancedDraw : 1;
1636 WORD filter_messages : 1;
1637 WORD padding : 3;
1639 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1641 #define DDRAW_PITCH_ALIGNMENT 8
1642 #define D3D8_PITCH_ALIGNMENT 4
1643 unsigned char surface_alignment; /* Line Alignment of surfaces */
1645 /* State block related */
1646 IWineD3DStateBlockImpl *stateBlock;
1647 IWineD3DStateBlockImpl *updateStateBlock;
1649 /* Internal use fields */
1650 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1651 WINED3DDEVTYPE devType;
1652 HWND focus_window;
1654 IWineD3DSwapChain **swapchains;
1655 UINT NumberOfSwapChains;
1657 struct list resources; /* a linked list to track resources created by the device */
1658 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1659 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1661 /* Render Target Support */
1662 IWineD3DSurfaceImpl **render_targets;
1663 IWineD3DSurfaceImpl *auto_depth_stencil;
1664 IWineD3DSurfaceImpl *onscreen_depth_stencil;
1665 IWineD3DSurfaceImpl *depth_stencil;
1667 /* palettes texture management */
1668 UINT NumberOfPalettes;
1669 PALETTEENTRY **palettes;
1670 UINT currentPalette;
1672 /* For rendering to a texture using glCopyTexImage */
1673 GLenum *draw_buffers;
1674 GLuint depth_blt_texture;
1675 GLuint depth_blt_rb;
1676 UINT depth_blt_rb_w;
1677 UINT depth_blt_rb_h;
1679 /* Cursor management */
1680 UINT xHotSpot;
1681 UINT yHotSpot;
1682 UINT xScreenSpace;
1683 UINT yScreenSpace;
1684 UINT cursorWidth, cursorHeight;
1685 GLuint cursorTexture;
1686 HCURSOR hardwareCursor;
1688 /* The Wine logo surface */
1689 IWineD3DSurface *logo_surface;
1691 /* Textures for when no other textures are mapped */
1692 UINT dummyTextureName[MAX_TEXTURES];
1694 /* DirectDraw stuff */
1695 DWORD ddraw_width, ddraw_height;
1696 WINED3DFORMAT ddraw_format;
1698 /* Final position fixup constant */
1699 float posFixup[4];
1701 /* With register combiners we can skip junk texture stages */
1702 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1703 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1705 /* Stream source management */
1706 struct wined3d_stream_info strided_streams;
1707 const WineDirect3DVertexStridedData *up_strided;
1708 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1709 unsigned int num_buffer_queries;
1711 /* Context management */
1712 struct wined3d_context **contexts;
1713 UINT numContexts;
1715 /* High level patch management */
1716 #define PATCHMAP_SIZE 43
1717 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1718 struct list patches[PATCHMAP_SIZE];
1719 struct WineD3DRectPatch *currentPatch;
1722 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1723 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1724 void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
1725 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1726 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1727 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1728 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1729 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1730 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1731 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1732 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1733 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1734 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1735 void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
1736 IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1737 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1738 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1739 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1740 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1741 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1743 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1745 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1746 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1747 return context->isStateDirty[idx] & (1 << shift);
1750 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1751 typedef struct PrivateData
1753 struct list entry;
1755 GUID tag;
1756 DWORD flags; /* DDSPD_* */
1758 union
1760 LPVOID data;
1761 LPUNKNOWN object;
1762 } ptr;
1764 DWORD size;
1765 } PrivateData;
1767 /*****************************************************************************
1768 * IWineD3DResource implementation structure
1770 typedef struct IWineD3DResourceClass
1772 /* IUnknown fields */
1773 LONG ref; /* Note: Ref counting not required */
1775 /* WineD3DResource Information */
1776 IUnknown *parent;
1777 WINED3DRESOURCETYPE resourceType;
1778 IWineD3DDeviceImpl *device;
1779 WINED3DPOOL pool;
1780 UINT size;
1781 DWORD usage;
1782 const struct wined3d_format_desc *format_desc;
1783 DWORD priority;
1784 BYTE *allocatedMemory; /* Pointer to the real data location */
1785 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1786 struct list privateData;
1787 struct list resource_list_entry;
1788 const struct wined3d_parent_ops *parent_ops;
1789 } IWineD3DResourceClass;
1791 typedef struct IWineD3DResourceImpl
1793 /* IUnknown & WineD3DResource Information */
1794 const IWineD3DResourceVtbl *lpVtbl;
1795 IWineD3DResourceClass resource;
1796 } IWineD3DResourceImpl;
1798 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1799 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1800 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1801 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1802 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1803 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1804 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1805 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1806 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1807 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1808 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1809 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1810 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1812 /* Tests show that the start address of resources is 32 byte aligned */
1813 #define RESOURCE_ALIGNMENT 16
1815 /*****************************************************************************
1816 * IWineD3DBaseTexture D3D- > openGL state map lookups
1819 typedef enum winetexturestates {
1820 WINED3DTEXSTA_ADDRESSU = 0,
1821 WINED3DTEXSTA_ADDRESSV = 1,
1822 WINED3DTEXSTA_ADDRESSW = 2,
1823 WINED3DTEXSTA_BORDERCOLOR = 3,
1824 WINED3DTEXSTA_MAGFILTER = 4,
1825 WINED3DTEXSTA_MINFILTER = 5,
1826 WINED3DTEXSTA_MIPFILTER = 6,
1827 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1828 WINED3DTEXSTA_MAXANISOTROPY = 8,
1829 WINED3DTEXSTA_SRGBTEXTURE = 9,
1830 WINED3DTEXSTA_SHADOW = 10,
1831 MAX_WINETEXTURESTATES = 11,
1832 } winetexturestates;
1834 enum WINED3DSRGB
1836 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1837 SRGB_RGB = 1, /* Loads the rgb texture */
1838 SRGB_SRGB = 2, /* Loads the srgb texture */
1839 SRGB_BOTH = 3, /* Loads both textures */
1842 struct gl_texture
1844 DWORD states[MAX_WINETEXTURESTATES];
1845 BOOL dirty;
1846 GLuint name;
1849 /*****************************************************************************
1850 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1852 typedef struct IWineD3DBaseTextureClass
1854 struct gl_texture texture_rgb, texture_srgb;
1855 IWineD3DResourceImpl **sub_resources;
1856 UINT layer_count;
1857 UINT level_count;
1858 float pow2Matrix[16];
1859 UINT LOD;
1860 WINED3DTEXTUREFILTERTYPE filterType;
1861 LONG bindCount;
1862 DWORD sampler;
1863 BOOL is_srgb;
1864 BOOL pow2Matrix_identity;
1865 const struct min_lookup *minMipLookup;
1866 const GLenum *magLookup;
1867 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1868 } IWineD3DBaseTextureClass;
1870 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1871 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1872 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
1873 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1874 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1876 typedef struct IWineD3DBaseTextureImpl
1878 /* IUnknown & WineD3DResource Information */
1879 const IWineD3DBaseTextureVtbl *lpVtbl;
1880 IWineD3DResourceClass resource;
1881 IWineD3DBaseTextureClass baseTexture;
1883 } IWineD3DBaseTextureImpl;
1885 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1886 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1887 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1888 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1889 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1890 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1891 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1892 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1893 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1894 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1895 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1896 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture,
1897 UINT layer, UINT level) DECLSPEC_HIDDEN;
1898 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
1899 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
1900 const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
1901 const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1902 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1903 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1904 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1905 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1906 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1908 /*****************************************************************************
1909 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1911 typedef struct IWineD3DTextureImpl
1913 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1914 const IWineD3DTextureVtbl *lpVtbl;
1915 IWineD3DResourceClass resource;
1916 IWineD3DBaseTextureClass baseTexture;
1918 /* IWineD3DTexture */
1919 UINT target;
1920 BOOL cond_np2;
1922 } IWineD3DTextureImpl;
1924 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1925 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1926 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1928 /*****************************************************************************
1929 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1931 typedef struct IWineD3DCubeTextureImpl
1933 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1934 const IWineD3DCubeTextureVtbl *lpVtbl;
1935 IWineD3DResourceClass resource;
1936 IWineD3DBaseTextureClass baseTexture;
1937 } IWineD3DCubeTextureImpl;
1939 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1940 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1941 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1943 typedef struct _WINED3DVOLUMET_DESC
1945 UINT Width;
1946 UINT Height;
1947 UINT Depth;
1948 } WINED3DVOLUMET_DESC;
1950 /*****************************************************************************
1951 * IWineD3DVolume implementation structure (extends IUnknown)
1953 typedef struct IWineD3DVolumeImpl
1955 /* IUnknown & WineD3DResource fields */
1956 const IWineD3DVolumeVtbl *lpVtbl;
1957 IWineD3DResourceClass resource;
1959 /* WineD3DVolume Information */
1960 WINED3DVOLUMET_DESC currentDesc;
1961 IWineD3DBase *container;
1962 BOOL lockable;
1963 BOOL locked;
1964 WINED3DBOX lockedBox;
1965 WINED3DBOX dirtyBox;
1966 BOOL dirty;
1967 } IWineD3DVolumeImpl;
1969 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1970 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1971 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1972 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1974 /*****************************************************************************
1975 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1977 typedef struct IWineD3DVolumeTextureImpl
1979 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1980 const IWineD3DVolumeTextureVtbl *lpVtbl;
1981 IWineD3DResourceClass resource;
1982 IWineD3DBaseTextureClass baseTexture;
1983 } IWineD3DVolumeTextureImpl;
1985 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1986 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1987 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1989 typedef struct _WINED3DSURFACET_DESC
1991 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1992 DWORD MultiSampleQuality;
1993 UINT Width;
1994 UINT Height;
1995 } WINED3DSURFACET_DESC;
1997 /*****************************************************************************
1998 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2000 typedef struct wineD3DSurface_DIB {
2001 HBITMAP DIBsection;
2002 void* bitmap_data;
2003 UINT bitmap_size;
2004 HGDIOBJ holdbitmap;
2005 BOOL client_memory;
2006 } wineD3DSurface_DIB;
2008 typedef struct {
2009 struct list entry;
2010 GLuint id;
2011 UINT width;
2012 UINT height;
2013 } renderbuffer_entry_t;
2015 struct fbo_entry
2017 struct list entry;
2018 IWineD3DSurfaceImpl **render_targets;
2019 IWineD3DSurfaceImpl *depth_stencil;
2020 BOOL attached;
2021 GLuint id;
2024 /*****************************************************************************
2025 * IWineD3DClipp implementation structure
2027 typedef struct IWineD3DClipperImpl
2029 const IWineD3DClipperVtbl *lpVtbl;
2030 LONG ref;
2032 IUnknown *Parent;
2033 HWND hWnd;
2034 } IWineD3DClipperImpl;
2037 /*****************************************************************************
2038 * IWineD3DSurface implementation structure
2040 struct IWineD3DSurfaceImpl
2042 /* IUnknown & IWineD3DResource Information */
2043 const IWineD3DSurfaceVtbl *lpVtbl;
2044 IWineD3DResourceClass resource;
2046 /* IWineD3DSurface fields */
2047 IWineD3DBase *container;
2048 WINED3DSURFACET_DESC currentDesc;
2049 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2050 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2052 /* TODO: move this off into a management class(maybe!) */
2053 DWORD Flags;
2055 UINT pow2Width;
2056 UINT pow2Height;
2058 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2059 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2061 /* PBO */
2062 GLuint pbo;
2063 GLuint texture_name;
2064 GLuint texture_name_srgb;
2065 GLint texture_level;
2066 GLenum texture_target;
2068 RECT lockedRect;
2069 RECT dirtyRect;
2070 int lockCount;
2071 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2073 /* For GetDC */
2074 wineD3DSurface_DIB dib;
2075 HDC hDC;
2077 /* Color keys for DDraw */
2078 WINEDDCOLORKEY DestBltCKey;
2079 WINEDDCOLORKEY DestOverlayCKey;
2080 WINEDDCOLORKEY SrcOverlayCKey;
2081 WINEDDCOLORKEY SrcBltCKey;
2082 DWORD CKeyFlags;
2084 WINEDDCOLORKEY glCKey;
2086 struct list renderbuffers;
2087 renderbuffer_entry_t *current_renderbuffer;
2088 SIZE ds_current_size;
2090 /* DirectDraw clippers */
2091 IWineD3DClipper *clipper;
2093 /* DirectDraw Overlay handling */
2094 RECT overlay_srcrect;
2095 RECT overlay_destrect;
2096 IWineD3DSurfaceImpl *overlay_dest;
2097 struct list overlays;
2098 struct list overlay_entry;
2101 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2102 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2104 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2105 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2106 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2107 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2108 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2109 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2110 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2111 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2113 /* Predeclare the shared Surface functions */
2114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2115 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2116 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2117 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2118 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2119 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2120 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2121 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2122 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2123 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2124 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2125 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2127 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2128 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2136 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2138 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2143 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2145 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2149 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2151 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2153 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2155 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2156 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2157 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2159 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2160 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2161 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2163 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2164 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2165 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2167 /* Surface flags: */
2168 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2169 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2170 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2171 #define SFLAG_DISCARD 0x00000010 /* ??? */
2172 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2173 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2174 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2175 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2176 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2177 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2178 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2179 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2180 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2181 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2182 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2183 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2184 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2185 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2186 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2187 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2188 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2189 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2190 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2191 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2193 /* In some conditions the surface memory must not be freed:
2194 * SFLAG_CONVERTED: Converting the data back would take too long
2195 * SFLAG_DIBSECTION: The dib code manages the memory
2196 * SFLAG_LOCKED: The app requires access to the surface data
2197 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2198 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2199 * SFLAG_CLIENT: OpenGL uses our memory as backup
2201 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2202 SFLAG_DIBSECTION | \
2203 SFLAG_LOCKED | \
2204 SFLAG_DYNLOCK | \
2205 SFLAG_USERPTR | \
2206 SFLAG_PBO | \
2207 SFLAG_CLIENT)
2209 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2210 SFLAG_INTEXTURE | \
2211 SFLAG_INDRAWABLE | \
2212 SFLAG_INSRGBTEX)
2214 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2215 SFLAG_DS_OFFSCREEN)
2216 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2218 typedef enum {
2219 NO_CONVERSION,
2220 CONVERT_PALETTED,
2221 CONVERT_PALETTED_CK,
2222 CONVERT_CK_565,
2223 CONVERT_CK_5551,
2224 CONVERT_CK_RGB24,
2225 CONVERT_RGB32_888
2226 } CONVERT_TYPES;
2228 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2229 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2230 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2232 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2234 /*****************************************************************************
2235 * IWineD3DVertexDeclaration implementation structure
2238 struct wined3d_vertex_declaration_element
2240 const struct wined3d_format_desc *format_desc;
2241 BOOL ffp_valid;
2242 WORD input_slot;
2243 WORD offset;
2244 UINT output_slot;
2245 BYTE method;
2246 BYTE usage;
2247 BYTE usage_idx;
2250 typedef struct IWineD3DVertexDeclarationImpl {
2251 /* IUnknown Information */
2252 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2253 LONG ref;
2255 IUnknown *parent;
2256 const struct wined3d_parent_ops *parent_ops;
2257 IWineD3DDeviceImpl *device;
2259 struct wined3d_vertex_declaration_element *elements;
2260 UINT element_count;
2262 DWORD streams[MAX_STREAMS];
2263 UINT num_streams;
2264 BOOL position_transformed;
2265 BOOL half_float_conv_needed;
2266 } IWineD3DVertexDeclarationImpl;
2268 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2269 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2270 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2272 /*****************************************************************************
2273 * IWineD3DStateBlock implementation structure
2276 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2277 /* Note: Very long winded but gl Lists are not flexible enough */
2278 /* to resolve everything we need, so doing it manually for now */
2279 typedef struct SAVEDSTATES {
2280 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2281 WORD streamSource; /* MAX_STREAMS, 16 */
2282 WORD streamFreq; /* MAX_STREAMS, 16 */
2283 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2284 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2285 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2286 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2287 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2288 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2289 BOOL *pixelShaderConstantsF;
2290 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2291 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2292 BOOL *vertexShaderConstantsF;
2293 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2294 DWORD primitive_type : 1;
2295 DWORD indices : 1;
2296 DWORD material : 1;
2297 DWORD viewport : 1;
2298 DWORD vertexDecl : 1;
2299 DWORD pixelShader : 1;
2300 DWORD vertexShader : 1;
2301 DWORD scissorRect : 1;
2302 DWORD padding : 4;
2303 } SAVEDSTATES;
2305 struct StageState {
2306 DWORD stage;
2307 DWORD state;
2310 struct IWineD3DStateBlockImpl
2312 /* IUnknown fields */
2313 const IWineD3DStateBlockVtbl *lpVtbl;
2314 LONG ref; /* Note: Ref counting not required */
2316 /* IWineD3DStateBlock information */
2317 IWineD3DDeviceImpl *device;
2318 WINED3DSTATEBLOCKTYPE blockType;
2320 /* Array indicating whether things have been set or changed */
2321 SAVEDSTATES changed;
2323 /* Vertex Shader Declaration */
2324 IWineD3DVertexDeclaration *vertexDecl;
2326 IWineD3DVertexShader *vertexShader;
2328 /* Vertex Shader Constants */
2329 BOOL vertexShaderConstantB[MAX_CONST_B];
2330 INT vertexShaderConstantI[MAX_CONST_I * 4];
2331 float *vertexShaderConstantF;
2333 /* primitive type */
2334 GLenum gl_primitive_type;
2336 /* Stream Source */
2337 BOOL streamIsUP;
2338 UINT streamStride[MAX_STREAMS];
2339 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2340 IWineD3DBuffer *streamSource[MAX_STREAMS];
2341 UINT streamFreq[MAX_STREAMS + 1];
2342 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2344 /* Indices */
2345 IWineD3DBuffer* pIndexData;
2346 WINED3DFORMAT IndexFmt;
2347 INT baseVertexIndex;
2348 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2350 /* Transform */
2351 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2353 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2354 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2355 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2356 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2357 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2359 /* Clipping */
2360 double clipplane[MAX_CLIPPLANES][4];
2361 WINED3DCLIPSTATUS clip_status;
2363 /* ViewPort */
2364 WINED3DVIEWPORT viewport;
2366 /* Material */
2367 WINED3DMATERIAL material;
2369 /* Pixel Shader */
2370 IWineD3DPixelShader *pixelShader;
2372 /* Pixel Shader Constants */
2373 BOOL pixelShaderConstantB[MAX_CONST_B];
2374 INT pixelShaderConstantI[MAX_CONST_I * 4];
2375 float *pixelShaderConstantF;
2377 /* RenderState */
2378 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2380 /* Texture */
2381 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2383 /* Texture State Stage */
2384 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2385 DWORD lowest_disabled_stage;
2386 /* Sampler States */
2387 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2389 /* Scissor test rectangle */
2390 RECT scissorRect;
2392 /* Contained state management */
2393 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2394 unsigned int num_contained_render_states;
2395 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2396 unsigned int num_contained_transform_states;
2397 DWORD contained_vs_consts_i[MAX_CONST_I];
2398 unsigned int num_contained_vs_consts_i;
2399 DWORD contained_vs_consts_b[MAX_CONST_B];
2400 unsigned int num_contained_vs_consts_b;
2401 DWORD *contained_vs_consts_f;
2402 unsigned int num_contained_vs_consts_f;
2403 DWORD contained_ps_consts_i[MAX_CONST_I];
2404 unsigned int num_contained_ps_consts_i;
2405 DWORD contained_ps_consts_b[MAX_CONST_B];
2406 unsigned int num_contained_ps_consts_b;
2407 DWORD *contained_ps_consts_f;
2408 unsigned int num_contained_ps_consts_f;
2409 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2410 unsigned int num_contained_tss_states;
2411 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2412 unsigned int num_contained_sampler_states;
2415 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2416 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2417 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2419 static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2420 struct wined3d_context *context)
2422 const struct StateEntry *statetable = stateblock->device->StateTable;
2423 DWORD rep = statetable[state].representative;
2424 statetable[rep].apply(rep, stateblock, context);
2427 /* Direct3D terminology with little modifications. We do not have an issued state
2428 * because only the driver knows about it, but we have a created state because d3d
2429 * allows GetData on a created issue, but opengl doesn't
2431 enum query_state {
2432 QUERY_CREATED,
2433 QUERY_SIGNALLED,
2434 QUERY_BUILDING
2436 /*****************************************************************************
2437 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2439 typedef struct IWineD3DQueryImpl
2441 const IWineD3DQueryVtbl *lpVtbl;
2442 LONG ref; /* Note: Ref counting not required */
2444 IUnknown *parent;
2445 IWineD3DDeviceImpl *device;
2447 /* IWineD3DQuery fields */
2448 enum query_state state;
2449 WINED3DQUERYTYPE type;
2450 /* TODO: Think about using a IUnknown instead of a void* */
2451 void *extendedData;
2452 } IWineD3DQueryImpl;
2454 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2455 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2457 /* IWineD3DBuffer */
2459 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2460 * fixed function semantics as D3DCOLOR or FLOAT16 */
2461 enum wined3d_buffer_conversion_type
2463 CONV_NONE,
2464 CONV_D3DCOLOR,
2465 CONV_POSITIONT,
2466 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2469 struct wined3d_map_range
2471 UINT offset;
2472 UINT size;
2475 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2476 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2477 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2478 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2479 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2480 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2481 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2482 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2484 struct wined3d_buffer
2486 const struct IWineD3DBufferVtbl *vtbl;
2487 IWineD3DResourceClass resource;
2489 struct wined3d_buffer_desc desc;
2491 GLuint buffer_object;
2492 GLenum buffer_object_usage;
2493 GLenum buffer_type_hint;
2494 UINT buffer_object_size;
2495 LONG bind_count;
2496 DWORD flags;
2498 LONG lock_count;
2499 struct wined3d_map_range *maps;
2500 ULONG maps_size, modified_areas;
2501 struct wined3d_event_query *query;
2503 /* conversion stuff */
2504 UINT decl_change_count, full_conversion_count;
2505 UINT draw_count;
2506 UINT stride; /* 0 if no conversion */
2507 UINT conversion_stride; /* 0 if no shifted conversion */
2508 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2509 /* Extra load offsets, for FLOAT16 conversion */
2510 UINT *conversion_shift; /* NULL if no shifted conversion */
2513 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info,
2514 GLuint *buffer_object) DECLSPEC_HIDDEN;
2515 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2516 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2517 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2518 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2520 /* IWineD3DRendertargetView */
2521 struct wined3d_rendertarget_view
2523 const struct IWineD3DRendertargetViewVtbl *vtbl;
2524 LONG refcount;
2526 IWineD3DResource *resource;
2527 IUnknown *parent;
2530 void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2531 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2533 /*****************************************************************************
2534 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2537 struct IWineD3DSwapChainImpl
2539 /*IUnknown part*/
2540 const IWineD3DSwapChainVtbl *lpVtbl;
2541 LONG ref; /* Note: Ref counting not required */
2543 IUnknown *parent;
2544 IWineD3DDeviceImpl *device;
2546 /* IWineD3DSwapChain fields */
2547 IWineD3DSurfaceImpl **back_buffers;
2548 IWineD3DSurfaceImpl *front_buffer;
2549 WINED3DPRESENT_PARAMETERS presentParms;
2550 DWORD orig_width, orig_height;
2551 WINED3DFORMAT orig_fmt;
2552 WINED3DGAMMARAMP orig_gamma;
2553 BOOL render_to_fbo;
2554 const struct wined3d_format_desc *ds_format;
2556 LONG prev_time, frames; /* Performance tracking */
2557 unsigned int vSyncCounter;
2559 struct wined3d_context **context;
2560 unsigned int num_contexts;
2562 HWND win_handle;
2563 HWND device_window;
2566 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2567 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2569 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2570 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2571 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2572 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2573 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2574 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2575 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2576 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2577 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2578 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2579 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2580 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2581 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2582 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2583 IWineD3DDevice **device) DECLSPEC_HIDDEN;
2584 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2585 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2586 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2587 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2588 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2589 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2591 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2592 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2593 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2594 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2595 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2597 #define DEFAULT_REFRESH_RATE 0
2599 /*****************************************************************************
2600 * Utility function prototypes
2603 /* Trace routines */
2604 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2605 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2606 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2607 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2608 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2609 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2610 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2611 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2612 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2613 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2614 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2615 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2616 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2617 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2618 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2619 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2620 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2621 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2622 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2623 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2624 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2625 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2627 /* Color conversion routines */
2628 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2630 /* Routines for GL <-> D3D values */
2631 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2632 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2633 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2634 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2635 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2636 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2637 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2638 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2639 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2640 struct wined3d_context *context) DECLSPEC_HIDDEN;
2641 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2642 struct wined3d_context *context) DECLSPEC_HIDDEN;
2643 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2644 struct wined3d_context *context) DECLSPEC_HIDDEN;
2645 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2646 struct wined3d_context *context) DECLSPEC_HIDDEN;
2647 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2648 struct wined3d_context *context) DECLSPEC_HIDDEN;
2649 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2650 struct wined3d_context *context) DECLSPEC_HIDDEN;
2651 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2652 struct wined3d_context *context) DECLSPEC_HIDDEN;
2653 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2654 struct wined3d_context *context) DECLSPEC_HIDDEN;
2656 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2657 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
2658 void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
2659 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2660 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2661 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,
2662 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2663 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2664 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
2666 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2667 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2668 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2669 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2671 /* Math utils */
2672 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2673 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2674 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2676 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2678 typedef struct local_constant {
2679 struct list entry;
2680 unsigned int idx;
2681 DWORD value[4];
2682 } local_constant;
2684 typedef struct SHADER_LIMITS {
2685 unsigned int temporary;
2686 unsigned int texcoord;
2687 unsigned int sampler;
2688 unsigned int constant_int;
2689 unsigned int constant_float;
2690 unsigned int constant_bool;
2691 unsigned int address;
2692 unsigned int packed_output;
2693 unsigned int packed_input;
2694 unsigned int attributes;
2695 unsigned int label;
2696 } SHADER_LIMITS;
2698 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2699 * maintain state information between multiple codes */
2700 typedef struct SHADER_PARSE_STATE {
2701 unsigned int current_row;
2702 DWORD texcoord_w[2];
2703 } SHADER_PARSE_STATE;
2705 #ifdef __GNUC__
2706 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2707 #else
2708 #define PRINTF_ATTR(fmt,args)
2709 #endif
2711 /* Base Shader utility functions. */
2712 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2713 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2715 /* Vertex shader utility functions */
2716 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2717 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2719 /*****************************************************************************
2720 * IDirect3DBaseShader implementation structure
2722 typedef struct IWineD3DBaseShaderClass
2724 LONG ref;
2725 SHADER_LIMITS limits;
2726 SHADER_PARSE_STATE parse_state;
2727 DWORD *function;
2728 UINT functionLength;
2729 UINT cur_loop_depth, cur_loop_regno;
2730 BOOL load_local_constsF;
2731 const struct wined3d_shader_frontend *frontend;
2732 void *frontend_data;
2733 void *backend_data;
2735 IUnknown *parent;
2736 const struct wined3d_parent_ops *parent_ops;
2738 /* Programs this shader is linked with */
2739 struct list linked_programs;
2741 /* Immediate constants (override global ones) */
2742 struct list constantsB;
2743 struct list constantsF;
2744 struct list constantsI;
2745 shader_reg_maps reg_maps;
2747 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2748 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2750 /* Pointer to the parent device */
2751 IWineD3DDevice *device;
2752 struct list shader_list_entry;
2754 } IWineD3DBaseShaderClass;
2756 typedef struct IWineD3DBaseShaderImpl {
2757 /* IUnknown */
2758 const IWineD3DBaseShaderVtbl *lpVtbl;
2760 /* IWineD3DBaseShader */
2761 IWineD3DBaseShaderClass baseShader;
2762 } IWineD3DBaseShaderImpl;
2764 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2765 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2766 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2767 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2768 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2769 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2770 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2771 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2772 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2773 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2774 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2776 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2778 return type == WINED3D_SHADER_TYPE_PIXEL;
2781 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2783 return type == WINED3D_SHADER_TYPE_VERTEX;
2786 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2788 switch (reg->type)
2790 case WINED3DSPR_RASTOUT:
2791 /* oFog & oPts */
2792 if (reg->idx != 0) return TRUE;
2793 /* oPos */
2794 return FALSE;
2796 case WINED3DSPR_DEPTHOUT: /* oDepth */
2797 case WINED3DSPR_CONSTBOOL: /* b# */
2798 case WINED3DSPR_LOOP: /* aL */
2799 case WINED3DSPR_PREDICATE: /* p0 */
2800 return TRUE;
2802 case WINED3DSPR_MISCTYPE:
2803 switch(reg->idx)
2805 case 0: /* vPos */
2806 return FALSE;
2807 case 1: /* vFace */
2808 return TRUE;
2809 default:
2810 return FALSE;
2813 case WINED3DSPR_IMMCONST:
2814 switch(reg->immconst_type)
2816 case WINED3D_IMMCONST_FLOAT:
2817 return TRUE;
2818 default:
2819 return FALSE;
2822 default:
2823 return FALSE;
2827 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2828 local_constant* lconst;
2830 if(This->baseShader.load_local_constsF) return FALSE;
2831 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2832 if(lconst->idx == reg) return TRUE;
2834 return FALSE;
2838 /*****************************************************************************
2839 * IDirect3DVertexShader implementation structures
2841 typedef struct IWineD3DVertexShaderImpl {
2842 /* IUnknown parts */
2843 const IWineD3DVertexShaderVtbl *lpVtbl;
2845 /* IWineD3DBaseShader */
2846 IWineD3DBaseShaderClass baseShader;
2848 /* Vertex shader attributes. */
2849 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2851 UINT min_rel_offset, max_rel_offset;
2852 UINT rel_offset;
2853 } IWineD3DVertexShaderImpl;
2855 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2856 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2857 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2858 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2859 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2861 struct wined3d_geometryshader
2863 const struct IWineD3DGeometryShaderVtbl *vtbl;
2864 IWineD3DBaseShaderClass base_shader;
2867 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2868 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2869 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2871 /*****************************************************************************
2872 * IDirect3DPixelShader implementation structure
2875 /* Using additional shader constants (uniforms in GLSL / program environment
2876 * or local parameters in ARB) is costly:
2877 * ARB only knows float4 parameters and GLSL compiler are not really smart
2878 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2879 * (in fact most compilers map a float2 to a full float4 uniform).
2881 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2882 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2883 * into a single shader constant (uniform / program parameter).
2885 * This structure is shared between the GLSL and the ARB backend.*/
2886 struct ps_np2fixup_info {
2887 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2888 WORD active; /* bitfield indicating if we can apply the fixup */
2889 WORD num_consts;
2892 typedef struct IWineD3DPixelShaderImpl {
2893 /* IUnknown parts */
2894 const IWineD3DPixelShaderVtbl *lpVtbl;
2896 /* IWineD3DBaseShader */
2897 IWineD3DBaseShaderClass baseShader;
2899 /* Pixel shader input semantics */
2900 DWORD input_reg_map[MAX_REG_INPUT];
2901 BOOL input_reg_used[MAX_REG_INPUT];
2902 unsigned int declared_in_count;
2904 /* Some information about the shader behavior */
2905 char vpos_uniform;
2907 BOOL color0_mov;
2908 DWORD color0_reg;
2910 } IWineD3DPixelShaderImpl;
2912 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2913 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2914 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2915 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2916 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2917 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2918 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2920 /* sRGB correction constants */
2921 static const float srgb_cmp = 0.0031308f;
2922 static const float srgb_mul_low = 12.92f;
2923 static const float srgb_pow = 0.41666f;
2924 static const float srgb_mul_high = 1.055f;
2925 static const float srgb_sub_high = 0.055f;
2927 /*****************************************************************************
2928 * IWineD3DPalette implementation structure
2930 struct IWineD3DPaletteImpl {
2931 /* IUnknown parts */
2932 const IWineD3DPaletteVtbl *lpVtbl;
2933 LONG ref;
2935 IUnknown *parent;
2936 IWineD3DDeviceImpl *device;
2938 /* IWineD3DPalette */
2939 HPALETTE hpal;
2940 WORD palVersion; /*| */
2941 WORD palNumEntries; /*| LOGPALETTE */
2942 PALETTEENTRY palents[256]; /*| */
2943 /* This is to store the palette in 'screen format' */
2944 int screen_palents[256];
2945 DWORD Flags;
2948 HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
2949 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
2951 /* DirectDraw utility functions */
2952 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2954 /*****************************************************************************
2955 * Pixel format management
2958 /* WineD3D pixel format flags */
2959 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2960 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2961 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2962 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2963 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2964 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2965 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2966 #define WINED3DFMT_FLAG_COMPRESSED 0x00000080
2967 #define WINED3DFMT_FLAG_GETDC 0x00000100
2968 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2969 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2970 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2971 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2972 #define WINED3DFMT_FLAG_VTF 0x00002000
2973 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2975 struct wined3d_format_desc
2977 WINED3DFORMAT format;
2978 DWORD red_mask;
2979 DWORD green_mask;
2980 DWORD blue_mask;
2981 DWORD alpha_mask;
2982 UINT byte_count;
2983 WORD depth_size;
2984 WORD stencil_size;
2986 UINT block_width;
2987 UINT block_height;
2988 UINT block_byte_count;
2990 enum wined3d_ffp_emit_idx emit_idx;
2991 GLint component_count;
2992 GLenum gl_vtx_type;
2993 GLint gl_vtx_format;
2994 GLboolean gl_normalized;
2995 unsigned int component_size;
2997 GLint glInternal;
2998 GLint glGammaInternal;
2999 GLint rtInternal;
3000 GLint glFormat;
3001 GLint glType;
3002 UINT conv_byte_count;
3003 unsigned int Flags;
3004 float heightscale;
3005 struct color_fixup_desc color_fixup;
3006 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3009 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3010 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3012 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3014 /* Check stateblock->vertexDecl to allow this to be used from
3015 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3016 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3017 * style strided data. */
3018 return (stateblock->vertexShader
3019 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3020 && stateblock->device->vs_selected_mode != SHADER_NONE);
3023 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3025 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3028 void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
3029 const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect,
3030 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3032 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3033 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3035 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3036 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3037 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3039 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3041 #endif