wined3d: Cleanup GetSrcAndOpFromValue().
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob98eac5b6b801fb68f66bf05f25e3a1dc1c8f1a70
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "ddraw.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
47 /* Device caps */
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_VSHADER_CONSTANTS 96
57 #define MAX_PSHADER_CONSTANTS 32
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74 typedef enum _WINELOOKUP {
75 WINELOOKUP_WARPPARAM = 0,
76 WINELOOKUP_MAGFILTER = 1,
77 MAX_LOOKUPS = 2
78 } WINELOOKUP;
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
84 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
86 typedef struct _WINED3DGLTYPE {
87 int d3dType;
88 GLint size;
89 GLenum glType;
90 GLboolean normalized;
91 int typesize;
92 } WINED3DGLTYPE;
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
95 WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
96 {D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
115 #define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
116 #define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
117 #define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
118 #define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].typesize
121 * Settings
123 #define VS_NONE 0
124 #define VS_HW 1
125 #define VS_SW 2
127 #define PS_NONE 0
128 #define PS_HW 1
130 #define VBO_NONE 0
131 #define VBO_HW 1
133 #define NP2_NONE 0
134 #define NP2_REPACK 1
136 #define SHADER_SW 0
137 #define SHADER_ARB 1
138 #define SHADER_GLSL 2
140 typedef struct wined3d_settings_s {
141 /* vertex and pixel shader modes */
142 int vs_mode;
143 int ps_mode;
144 int vbo_mode;
145 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
146 we should use it. However, until it's fully implemented, we'll leave it as a registry
147 setting for developers. */
148 BOOL glslRequested;
149 int shader_mode;
150 /* nonpower 2 function */
151 int nonpower2_mode;
152 } wined3d_settings_t;
154 extern wined3d_settings_t wined3d_settings;
156 /* X11 locking */
158 extern void (*wine_tsx11_lock_ptr)(void);
159 extern void (*wine_tsx11_unlock_ptr)(void);
161 /* As GLX relies on X, this is needed */
162 extern int num_lock;
164 #if 0
165 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
166 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
167 #else
168 #define ENTER_GL() wine_tsx11_lock_ptr()
169 #define LEAVE_GL() wine_tsx11_unlock_ptr()
170 #endif
172 /*****************************************************************************
173 * Defines
176 /* GL related defines */
177 /* ------------------ */
178 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
179 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
180 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
181 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
183 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
184 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
185 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
186 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
188 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
189 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
190 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
191 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
193 #define D3DCOLORTOGLFLOAT4(dw, vec) \
194 (vec)[0] = D3DCOLOR_R(dw); \
195 (vec)[1] = D3DCOLOR_G(dw); \
196 (vec)[2] = D3DCOLOR_B(dw); \
197 (vec)[3] = D3DCOLOR_A(dw);
199 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
201 /* DirectX Device Limits */
202 /* --------------------- */
203 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
205 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
206 See MaxStreams in MSDN under GetDeviceCaps */
207 /* Maximum number of constants provided to the shaders */
208 #define HIGHEST_TRANSFORMSTATE 512
209 /* Highest value in D3DTRANSFORMSTATETYPE */
210 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
212 #define MAX_PALETTES 256
214 /* Checking of API calls */
215 /* --------------------- */
216 #define checkGLcall(A) \
218 GLint err = glGetError(); \
219 if (err == GL_NO_ERROR) { \
220 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
222 } else do { \
223 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
224 err, A, __FILE__, __LINE__); \
225 err = glGetError(); \
226 } while (err != GL_NO_ERROR); \
229 /* Trace routines / diagnostics */
230 /* ---------------------------- */
232 /* Dump out a matrix and copy it */
233 #define conv_mat(mat,gl_mat) \
234 do { \
235 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
236 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
237 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
238 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
239 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
240 } while (0)
242 /* Macro to dump out the current state of the light chain */
243 #define DUMP_LIGHT_CHAIN() \
245 PLIGHTINFOEL *el = This->stateBlock->lights;\
246 while (el) { \
247 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
248 el = el->next; \
252 /* Trace vector and strided data information */
253 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
254 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
256 /* Defines used for optimizations */
258 /* Only reapply what is necessary */
259 #define REAPPLY_ALPHAOP 0x0001
260 #define REAPPLY_ALL 0xFFFF
262 /* Advance declaration of structures to satisfy compiler */
263 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
264 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
265 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
267 /* Tracking */
269 /* TODO: Move some of this to the device */
270 long globalChangeGlRam(long glram);
272 /* Memory and object tracking */
274 /*Structure for holding information on all direct3d objects
275 useful for making sure tracking is ok and when release is called on a device!
276 and probably quite handy for debugging and dumping states out
278 typedef struct WineD3DGlobalStatistics {
279 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
280 } WineD3DGlobalStatistics;
282 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
284 /* Global variables */
285 extern const float identity[16];
287 /*****************************************************************************
288 * Compilable extra diagnostics
291 /* Trace information per-vertex: (extremely high amount of trace) */
292 #if 0 /* NOTE: Must be 0 in cvs */
293 # define VTRACE(A) TRACE A
294 #else
295 # define VTRACE(A)
296 #endif
298 /* Checking of per-vertex related GL calls */
299 /* --------------------- */
300 #define vcheckGLcall(A) \
302 GLint err = glGetError(); \
303 if (err == GL_NO_ERROR) { \
304 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
306 } else do { \
307 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
308 err, A, __FILE__, __LINE__); \
309 err = glGetError(); \
310 } while (err != GL_NO_ERROR); \
313 /* TODO: Confirm each of these works when wined3d move completed */
314 #if 0 /* NOTE: Must be 0 in cvs */
315 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
316 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
317 is enabled, and if it doesn't exists it is disabled. */
318 # define FRAME_DEBUGGING
319 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
320 the file is deleted */
321 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
322 # define SINGLE_FRAME_DEBUGGING
323 # endif
324 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
325 It can only be enabled when FRAME_DEBUGGING is also enabled
326 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
327 array is drawn. */
328 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
329 # define SHOW_FRAME_MAKEUP 1
330 # endif
331 /* The following, when enabled, lets you see the makeup of the all the textures used during each
332 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
333 The contents of the textures assigned to each stage are written into
334 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
335 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
336 # define SHOW_TEXTURE_MAKEUP 0
337 # endif
338 extern BOOL isOn;
339 extern BOOL isDumpingFrames;
340 extern LONG primCounter;
341 #endif
343 /*****************************************************************************
344 * Prototypes
347 /* Routine common to the draw primitive and draw indexed primitive routines */
348 void drawPrimitive(IWineD3DDevice *iface,
349 int PrimitiveType,
350 long NumPrimitives,
351 /* for Indexed: */
352 long StartVertexIndex,
353 UINT numberOfVertices,
354 long StartIdx,
355 short idxBytes,
356 const void *idxData,
357 int minIndex,
358 WineDirect3DVertexStridedData *DrawPrimStrideData);
360 void primitiveConvertToStridedData(IWineD3DDevice *iface,
361 WineDirect3DVertexStridedData *strided,
362 LONG BaseVertexIndex);
364 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
366 #define eps 1e-8
368 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
369 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
371 /* Routine to fill gl caps for swapchains and IWineD3D */
372 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
373 Display* display);
375 /*****************************************************************************
376 * Internal representation of a light
378 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
379 struct PLIGHTINFOEL {
380 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
381 DWORD OriginalIndex;
382 LONG glIndex;
383 BOOL lightEnabled;
384 BOOL changed;
385 BOOL enabledChanged;
387 /* Converted parms to speed up swapping lights */
388 float lightPosn[4];
389 float lightDirn[4];
390 float exponent;
391 float cutoff;
393 PLIGHTINFOEL *next;
394 PLIGHTINFOEL *prev;
397 /* The default light parameters */
398 extern const WINED3DLIGHT WINED3D_default_light;
400 /*****************************************************************************
401 * IWineD3D implementation structure
403 typedef struct IWineD3DImpl
405 /* IUnknown fields */
406 const IWineD3DVtbl *lpVtbl;
407 LONG ref; /* Note: Ref counting not required */
409 /* WineD3D Information */
410 IUnknown *parent;
411 UINT dxVersion;
413 /* GL Information */
414 BOOL isGLInfoValid;
415 WineD3D_GL_Info gl_info;
416 } IWineD3DImpl;
418 extern const IWineD3DVtbl IWineD3D_Vtbl;
420 /** Hacked out start of a context manager!! **/
421 typedef struct glContext {
422 int Width;
423 int Height;
424 int usedcount;
425 GLXContext context;
427 Drawable drawable;
428 IWineD3DSurface *pSurface;
429 #if 0 /* TODO: someway to represent the state of the context */
430 IWineD3DStateBlock *pStateBlock;
431 #endif
432 /* a few other things like format */
433 } glContext;
435 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
436 (since it will break quite a few things until contexts are managed properly!) */
437 extern BOOL pbuffer_support;
438 /* allocate one pbuffer per surface */
439 extern BOOL pbuffer_per_surface;
441 /* Maximum number of contexts/pbuffers to keep in cache,
442 set to 100 because ATI's drivers don't support deleting pBuffers properly
443 this needs to be migrated to a list and some option availalbe for controle the cache size.
445 #define CONTEXT_CACHE 100
447 typedef struct ResourceList {
448 IWineD3DResource *resource;
449 struct ResourceList *next;
450 } ResourceList;
452 /* A helper function that dumps a resource list */
453 void dumpResources(ResourceList *resources);
455 /*****************************************************************************
456 * IWineD3DDevice implementation structure
458 typedef struct IWineD3DDeviceImpl
460 /* IUnknown fields */
461 const IWineD3DDeviceVtbl *lpVtbl;
462 LONG ref; /* Note: Ref counting not required */
464 /* WineD3D Information */
465 IUnknown *parent;
466 IWineD3D *wineD3D;
468 /* X and GL Information */
469 GLint maxConcurrentLights;
471 /* Optimization */
472 BOOL modelview_valid;
473 BOOL proj_valid;
474 BOOL view_ident; /* true iff view matrix is identity */
475 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
476 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
477 GLenum tracking_parm; /* Which source is tracking current colour */
478 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
479 #define DISABLED_TRACKING 0 /* Disabled */
480 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
481 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
482 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
483 UINT srcBlend;
484 UINT dstBlend;
485 UINT alphafunc;
486 UINT stencilfunc;
487 BOOL texture_shader_active; /* TODO: Confirm use is correct */
488 BOOL last_was_notclipped;
490 /* State block related */
491 BOOL isRecordingState;
492 IWineD3DStateBlockImpl *stateBlock;
493 IWineD3DStateBlockImpl *updateStateBlock;
495 /* Internal use fields */
496 WINED3DDEVICE_CREATION_PARAMETERS createParms;
497 UINT adapterNo;
498 D3DDEVTYPE devType;
500 IWineD3DSwapChain **swapchains;
501 uint NumberOfSwapChains;
503 ResourceList *resources; /* a linked list to track resources created by the device */
505 /* Render Target Support */
506 IWineD3DSurface *depthStencilBuffer;
508 IWineD3DSurface *renderTarget;
509 IWineD3DSurface *stencilBufferTarget;
511 /* palettes texture management */
512 PALETTEENTRY palettes[MAX_PALETTES][256];
513 UINT currentPalette;
515 /* For rendering to a texture using glCopyTexImage */
516 BOOL renderUpsideDown;
518 /* Cursor management */
519 BOOL bCursorVisible;
520 UINT xHotSpot;
521 UINT yHotSpot;
522 UINT xScreenSpace;
523 UINT yScreenSpace;
525 /* Textures for when no other textures are mapped */
526 UINT dummyTextureName[MAX_TEXTURES];
528 /* Debug stream management */
529 BOOL debug;
531 /* Device state management */
532 HRESULT state;
533 BOOL d3d_initialized;
535 /* Screen buffer resources */
536 glContext contextCache[CONTEXT_CACHE];
538 /* A flag to check if endscene has been called before changing the render tartet */
539 BOOL sceneEnded;
541 /* process vertex shaders using software or hardware */
542 BOOL softwareVertexProcessing;
544 /* DirectDraw stuff */
545 HWND ddraw_window;
546 IWineD3DSurface *ddraw_primary;
547 DWORD ddraw_width, ddraw_height;
548 WINED3DFORMAT ddraw_format;
550 /* List of GLSL shader programs and their associated vertex & pixel shaders */
551 struct list glsl_shader_progs;
553 } IWineD3DDeviceImpl;
555 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
557 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
558 * anybody uses it for much so a good implementation is optional. */
559 typedef struct PrivateData
561 struct PrivateData* next;
563 GUID tag;
564 DWORD flags; /* DDSPD_* */
565 DWORD uniqueness_value;
567 union
569 LPVOID data;
570 LPUNKNOWN object;
571 } ptr;
573 DWORD size;
574 } PrivateData;
576 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
578 /*****************************************************************************
579 * IWineD3DResource implementation structure
581 typedef struct IWineD3DResourceClass
583 /* IUnknown fields */
584 LONG ref; /* Note: Ref counting not required */
586 /* WineD3DResource Information */
587 IUnknown *parent;
588 WINED3DRESOURCETYPE resourceType;
589 IWineD3DDeviceImpl *wineD3DDevice;
590 WINED3DPOOL pool;
591 UINT size;
592 DWORD usage;
593 WINED3DFORMAT format;
594 BYTE *allocatedMemory;
595 PrivateData *privateData;
597 } IWineD3DResourceClass;
599 typedef struct IWineD3DResourceImpl
601 /* IUnknown & WineD3DResource Information */
602 const IWineD3DResourceVtbl *lpVtbl;
603 IWineD3DResourceClass resource;
604 } IWineD3DResourceImpl;
607 /*****************************************************************************
608 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
610 typedef struct IWineD3DVertexBufferImpl
612 /* IUnknown & WineD3DResource Information */
613 const IWineD3DVertexBufferVtbl *lpVtbl;
614 IWineD3DResourceClass resource;
616 /* WineD3DVertexBuffer specifics */
617 DWORD fvf;
619 } IWineD3DVertexBufferImpl;
621 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
624 /*****************************************************************************
625 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
627 typedef struct IWineD3DIndexBufferImpl
629 /* IUnknown & WineD3DResource Information */
630 const IWineD3DIndexBufferVtbl *lpVtbl;
631 IWineD3DResourceClass resource;
633 /* WineD3DVertexBuffer specifics */
634 } IWineD3DIndexBufferImpl;
636 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
638 /*****************************************************************************
639 * IWineD3DBaseTexture D3D- > openGL state map lookups
641 #define WINED3DFUNC_NOTSUPPORTED -2
642 #define WINED3DFUNC_UNIMPLEMENTED -1
644 typedef enum winetexturestates {
645 WINED3DTEXSTA_ADDRESSU = 0,
646 WINED3DTEXSTA_ADDRESSV = 1,
647 WINED3DTEXSTA_ADDRESSW = 2,
648 WINED3DTEXSTA_BORDERCOLOR = 3,
649 WINED3DTEXSTA_MAGFILTER = 4,
650 WINED3DTEXSTA_MINFILTER = 5,
651 WINED3DTEXSTA_MIPFILTER = 6,
652 WINED3DTEXSTA_MAXMIPLEVEL = 7,
653 WINED3DTEXSTA_MAXANISOTROPY = 8,
654 WINED3DTEXSTA_SRGBTEXTURE = 9,
655 WINED3DTEXSTA_ELEMENTINDEX = 10,
656 WINED3DTEXSTA_DMAPOFFSET = 11,
657 WINED3DTEXSTA_TSSADDRESSW = 12,
658 MAX_WINETEXTURESTATES = 13,
659 } winetexturestates;
661 typedef struct Wined3dTextureStateMap {
662 CONST int state;
663 int function;
664 } Wined3dTextureStateMap;
666 /*****************************************************************************
667 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
669 typedef struct IWineD3DBaseTextureClass
671 UINT levels;
672 BOOL dirty;
673 D3DFORMAT format;
674 DWORD usage;
675 UINT textureName;
676 UINT LOD;
677 WINED3DTEXTUREFILTERTYPE filterType;
678 DWORD states[MAX_WINETEXTURESTATES];
680 } IWineD3DBaseTextureClass;
682 typedef struct IWineD3DBaseTextureImpl
684 /* IUnknown & WineD3DResource Information */
685 const IWineD3DBaseTextureVtbl *lpVtbl;
686 IWineD3DResourceClass resource;
687 IWineD3DBaseTextureClass baseTexture;
689 } IWineD3DBaseTextureImpl;
691 /*****************************************************************************
692 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
694 typedef struct IWineD3DTextureImpl
696 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
697 const IWineD3DTextureVtbl *lpVtbl;
698 IWineD3DResourceClass resource;
699 IWineD3DBaseTextureClass baseTexture;
701 /* IWineD3DTexture */
702 IWineD3DSurface *surfaces[MAX_LEVELS];
704 UINT width;
705 UINT height;
706 float pow2scalingFactorX;
707 float pow2scalingFactorY;
709 } IWineD3DTextureImpl;
711 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
713 /*****************************************************************************
714 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
716 typedef struct IWineD3DCubeTextureImpl
718 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
719 const IWineD3DCubeTextureVtbl *lpVtbl;
720 IWineD3DResourceClass resource;
721 IWineD3DBaseTextureClass baseTexture;
723 /* IWineD3DCubeTexture */
724 IWineD3DSurface *surfaces[6][MAX_LEVELS];
726 UINT edgeLength;
727 float pow2scalingFactor;
729 } IWineD3DCubeTextureImpl;
731 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
733 typedef struct _WINED3DVOLUMET_DESC
735 UINT Width;
736 UINT Height;
737 UINT Depth;
738 } WINED3DVOLUMET_DESC;
740 /*****************************************************************************
741 * IWineD3DVolume implementation structure (extends IUnknown)
743 typedef struct IWineD3DVolumeImpl
745 /* IUnknown & WineD3DResource fields */
746 const IWineD3DVolumeVtbl *lpVtbl;
747 IWineD3DResourceClass resource;
749 /* WineD3DVolume Information */
750 WINED3DVOLUMET_DESC currentDesc;
751 IWineD3DBase *container;
752 UINT bytesPerPixel;
754 BOOL lockable;
755 BOOL locked;
756 WINED3DBOX lockedBox;
757 WINED3DBOX dirtyBox;
758 BOOL dirty;
761 } IWineD3DVolumeImpl;
763 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
765 /*****************************************************************************
766 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
768 typedef struct IWineD3DVolumeTextureImpl
770 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
771 const IWineD3DVolumeTextureVtbl *lpVtbl;
772 IWineD3DResourceClass resource;
773 IWineD3DBaseTextureClass baseTexture;
775 /* IWineD3DVolumeTexture */
776 IWineD3DVolume *volumes[MAX_LEVELS];
778 UINT width;
779 UINT height;
780 UINT depth;
781 } IWineD3DVolumeTextureImpl;
783 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
785 typedef struct _WINED3DSURFACET_DESC
787 WINED3DMULTISAMPLE_TYPE MultiSampleType;
788 DWORD MultiSampleQuality;
789 UINT Width;
790 UINT Height;
791 } WINED3DSURFACET_DESC;
793 /*****************************************************************************
794 * Structure for DIB Surfaces (GetDC and GDI surfaces)
796 typedef struct wineD3DSurface_DIB {
797 HBITMAP DIBsection;
798 void* bitmap_data;
799 HGDIOBJ holdbitmap;
800 BOOL client_memory;
801 } wineD3DSurface_DIB;
803 /*****************************************************************************
804 * IWineD3DSurface implementation structure
806 struct IWineD3DSurfaceImpl
808 /* IUnknown & IWineD3DResource Information */
809 const IWineD3DSurfaceVtbl *lpVtbl;
810 IWineD3DResourceClass resource;
812 /* IWineD3DSurface fields */
813 IWineD3DBase *container;
814 WINED3DSURFACET_DESC currentDesc;
815 IWineD3DPaletteImpl *palette;
817 UINT textureName;
818 UINT bytesPerPixel;
820 /* TODO: move this off into a management class(maybe!) */
821 WORD Flags;
823 UINT pow2Width;
824 UINT pow2Height;
825 UINT pow2Size;
827 /* Oversized texture */
828 RECT glRect;
830 #if 0
831 /* precalculated x and y scalings for texture coords */
832 float pow2scalingFactorX; /* = (Width / pow2Width ) */
833 float pow2scalingFactorY; /* = (Height / pow2Height) */
834 #endif
836 RECT lockedRect;
837 RECT dirtyRect;
839 glDescriptor glDescription;
841 /* For GetDC */
842 wineD3DSurface_DIB dib;
843 HDC hDC;
845 /* Color keys for DDraw */
846 DDCOLORKEY DestBltCKey;
847 DDCOLORKEY DestOverlayCKey;
848 DDCOLORKEY SrcOverlayCKey;
849 DDCOLORKEY SrcBltCKey;
850 DWORD CKeyFlags;
854 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
855 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
857 /* Predeclare the shared Surface functions */
858 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
859 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
860 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
861 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
862 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
863 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
864 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
865 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
866 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
867 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
868 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
869 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
870 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
871 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
872 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
873 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
874 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
875 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
876 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
877 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
878 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
879 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
880 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
881 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
882 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
883 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
884 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
885 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
886 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
887 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
888 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
889 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
890 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
891 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
892 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
893 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
894 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
895 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
897 /* Surface flags: */
898 #define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
899 #define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
900 #define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
901 #define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
902 #define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
903 #define SFLAG_DISCARD 0x0020 /* ??? */
904 #define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
905 #define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
906 #define SFLAG_INTEXTURE 0x0100 /* ??? */
907 #define SFLAG_INPBUFFER 0x0200 /* ??? */
908 #define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
909 #define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
910 #define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
911 #define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
912 #define SFLAG_GLDIRTY 0x4000 /* The opengl texture is more up to date than the surface mem */
913 #define SFLAG_LOST 0x8000 /* Surface lost flag for DDraw */
915 /* In some conditions the surface memory must not be freed:
916 * SFLAG_OVERSIZE: Not all data can be kept in GL
917 * SFLAG_CONVERTED: Converting the data back would take too long
918 * SFLAG_DIBSECTION: The dib code manages the memory
919 * SFLAG_DIRTY: GL surface isn't up to date
920 * SFLAG_LOCKED: The app requires access to the surface data
921 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
922 * SFLAG_DYNLOCK: Avoid freeing the data for performance
923 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
925 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
926 SFLAG_CONVERTED | \
927 SFLAG_DIBSECTION | \
928 SFLAG_DIRTY | \
929 SFLAG_LOCKED | \
930 SFLAG_ACTIVELOCK | \
931 SFLAG_DYNLOCK | \
932 SFLAG_DYNCHANGE )
934 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
936 /*****************************************************************************
937 * IWineD3DVertexDeclaration implementation structure
939 typedef struct IWineD3DVertexDeclarationImpl {
940 /* IUnknown Information */
941 const IWineD3DVertexDeclarationVtbl *lpVtbl;
942 LONG ref; /* Note: Ref counting not required */
944 IUnknown *parent;
945 /** precomputed fvf if simple declaration */
946 IWineD3DDeviceImpl *wineD3DDevice;
947 DWORD fvf[MAX_STREAMS];
948 DWORD allFVF;
950 /** dx8 compatible Declaration fields */
951 DWORD* pDeclaration8;
952 DWORD declaration8Length;
954 /** dx9+ */
955 D3DVERTEXELEMENT9 *pDeclaration9;
956 UINT declaration9NumElements;
958 WINED3DVERTEXELEMENT *pDeclarationWine;
959 UINT declarationWNumElements;
961 float *constants;
963 } IWineD3DVertexDeclarationImpl;
965 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
967 /*****************************************************************************
968 * IWineD3DStateBlock implementation structure
971 /* Internal state Block for Begin/End/Capture/Create/Apply info */
972 /* Note: Very long winded but gl Lists are not flexible enough */
973 /* to resolve everything we need, so doing it manually for now */
974 typedef struct SAVEDSTATES {
975 BOOL indices;
976 BOOL material;
977 BOOL fvf;
978 BOOL streamSource[MAX_STREAMS];
979 BOOL streamFreq[MAX_STREAMS];
980 BOOL textures[MAX_TEXTURES];
981 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
982 BOOL viewport;
983 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
984 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
985 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
986 BOOL clipplane[MAX_CLIPPLANES];
987 BOOL vertexDecl;
988 BOOL pixelShader;
989 BOOL pixelShaderConstantsB[MAX_PSHADER_CONSTANTS];
990 BOOL pixelShaderConstantsI[MAX_PSHADER_CONSTANTS];
991 BOOL pixelShaderConstantsF[MAX_PSHADER_CONSTANTS];
992 BOOL vertexShader;
993 BOOL vertexShaderConstantsB[MAX_VSHADER_CONSTANTS];
994 BOOL vertexShaderConstantsI[MAX_VSHADER_CONSTANTS];
995 BOOL vertexShaderConstantsF[MAX_VSHADER_CONSTANTS];
996 } SAVEDSTATES;
998 struct IWineD3DStateBlockImpl
1000 /* IUnknown fields */
1001 const IWineD3DStateBlockVtbl *lpVtbl;
1002 LONG ref; /* Note: Ref counting not required */
1004 /* IWineD3DStateBlock information */
1005 IUnknown *parent;
1006 IWineD3DDeviceImpl *wineD3DDevice;
1007 WINED3DSTATEBLOCKTYPE blockType;
1009 /* Array indicating whether things have been set or changed */
1010 SAVEDSTATES changed;
1011 SAVEDSTATES set;
1013 /* Drawing - Vertex Shader or FVF related */
1014 DWORD fvf;
1015 /* Vertex Shader Declaration */
1016 IWineD3DVertexDeclaration *vertexDecl;
1018 IWineD3DVertexShader *vertexShader;
1020 /* Vertex Shader Constants */
1021 BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
1022 INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
1023 float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
1025 /* Stream Source */
1026 BOOL streamIsUP;
1027 UINT streamStride[MAX_STREAMS];
1028 UINT streamOffset[MAX_STREAMS];
1029 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1030 UINT streamFreq[MAX_STREAMS];
1031 UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1033 /* Indices */
1034 IWineD3DIndexBuffer* pIndexData;
1035 UINT baseVertexIndex; /* Note: only used for d3d8 */
1037 /* Transform */
1038 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1040 /* Lights */
1041 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1043 /* Clipping */
1044 double clipplane[MAX_CLIPPLANES][4];
1045 WINED3DCLIPSTATUS clip_status;
1047 /* ViewPort */
1048 WINED3DVIEWPORT viewport;
1050 /* Material */
1051 WINED3DMATERIAL material;
1053 /* Pixel Shader */
1054 IWineD3DPixelShader *pixelShader;
1056 /* Pixel Shader Constants */
1057 BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
1058 INT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
1059 float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
1061 /* Indexed Vertex Blending */
1062 D3DVERTEXBLENDFLAGS vertex_blend;
1063 FLOAT tween_factor;
1065 /* RenderState */
1066 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1068 /* Texture */
1069 IWineD3DBaseTexture *textures[MAX_TEXTURES];
1070 int textureDimensions[MAX_SAMPLERS];
1072 /* Texture State Stage */
1073 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1074 /* Sampler States */
1075 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1077 /* Current GLSL Shader Program */
1078 GLhandleARB shaderPrgId;
1081 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1083 /*****************************************************************************
1084 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1086 typedef struct IWineD3DQueryImpl
1088 const IWineD3DQueryVtbl *lpVtbl;
1089 LONG ref; /* Note: Ref counting not required */
1091 IUnknown *parent;
1092 /*TODO: replace with iface usage */
1093 #if 0
1094 IWineD3DDevice *wineD3DDevice;
1095 #else
1096 IWineD3DDeviceImpl *wineD3DDevice;
1097 #endif
1098 /* IWineD3DQuery fields */
1100 D3DQUERYTYPE type;
1101 /* TODO: Think about using a IUnknown instead of a void* */
1102 void *extendedData;
1105 } IWineD3DQueryImpl;
1107 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1109 /* Datastructures for IWineD3DQueryImpl.extendedData */
1110 typedef struct WineQueryOcclusionData {
1111 unsigned int queryId;
1112 } WineQueryOcclusionData;
1115 /*****************************************************************************
1116 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1119 typedef struct IWineD3DSwapChainImpl
1121 /*IUnknown part*/
1122 IWineD3DSwapChainVtbl *lpVtbl;
1123 LONG ref; /* Note: Ref counting not required */
1125 IUnknown *parent;
1126 IWineD3DDeviceImpl *wineD3DDevice;
1128 /* IWineD3DSwapChain fields */
1129 IWineD3DSurface *backBuffer;
1130 IWineD3DSurface *frontBuffer;
1131 BOOL wantsDepthStencilBuffer;
1132 D3DPRESENT_PARAMETERS presentParms;
1134 /* TODO: move everything up to drawable off into a context manager
1135 and store the 'data' in the contextManagerData interface.
1136 IUnknown *contextManagerData;
1139 HWND win_handle;
1140 Window win;
1141 Display *display;
1143 GLXContext glCtx;
1144 XVisualInfo *visInfo;
1145 GLXContext render_ctx;
1146 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1147 Drawable drawable;
1148 } IWineD3DSwapChainImpl;
1150 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1152 /*****************************************************************************
1153 * Utility function prototypes
1156 /* Trace routines */
1157 const char* debug_d3dformat(WINED3DFORMAT fmt);
1158 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1159 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1160 const char* debug_d3dusage(DWORD usage);
1161 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1162 const char* debug_d3drenderstate(DWORD state);
1163 const char* debug_d3dsamplerstate(DWORD state);
1164 const char* debug_d3dtexturestate(DWORD state);
1165 const char* debug_d3dpool(WINED3DPOOL pool);
1167 /* Routines for GL <-> D3D values */
1168 GLenum StencilOp(DWORD op);
1169 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1170 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1172 SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1173 GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1174 GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
1175 GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1177 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1179 /* Math utils */
1180 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1182 /*****************************************************************************
1183 * To enable calling of inherited functions, requires prototypes
1185 * Note: Only require classes which are subclassed, ie resource, basetexture,
1187 /*** IUnknown methods ***/
1188 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1189 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1190 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1191 /*** IWineD3DResource methods ***/
1192 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1193 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1194 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1195 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1196 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1197 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1198 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1199 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1200 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1201 /*** class static members ***/
1202 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1204 /*** IUnknown methods ***/
1205 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1206 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1207 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1208 /*** IWineD3DResource methods ***/
1209 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1210 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1211 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1212 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1213 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1214 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1215 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1216 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1217 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1218 /*** IWineD3DBaseTexture methods ***/
1219 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1220 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1221 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1222 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1223 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1224 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1225 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1226 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1228 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
1229 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1230 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1231 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1232 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1233 /*** class static members ***/
1234 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1236 struct SHADER_OPCODE_ARG;
1237 typedef void (*shader_fct_t)();
1238 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1240 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1241 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1242 * used if the user is using GLSL shaders. */
1243 struct glsl_shader_prog_link {
1244 struct list entry;
1245 GLhandleARB programId;
1246 IWineD3DVertexShader* vertexShader;
1247 IWineD3DPixelShader* pixelShader;
1250 typedef struct shader_reg_maps {
1251 DWORD texcoord;
1252 DWORD temporary;
1253 DWORD address;
1254 /* Constants */
1255 CHAR constantsF[256]; /* TODO: Make this dynamic */
1256 /* TODO: Integer and bool constants */
1257 } shader_reg_maps;
1259 #define SHADER_PGMSIZE 65535
1260 typedef struct SHADER_BUFFER {
1261 char* buffer;
1262 size_t bsize;
1263 unsigned int lineNo;
1264 } SHADER_BUFFER;
1266 typedef struct SHADER_OPCODE {
1267 unsigned int opcode;
1268 const char* name;
1269 const char* glname;
1270 CONST UINT num_params;
1271 shader_fct_t soft_fct;
1272 SHADER_HANDLER hw_fct;
1273 SHADER_HANDLER hw_glsl_fct;
1274 DWORD min_version;
1275 DWORD max_version;
1276 } SHADER_OPCODE;
1278 typedef struct SHADER_OPCODE_ARG {
1279 IWineD3DBaseShader* shader;
1280 shader_reg_maps* reg_maps;
1281 CONST SHADER_OPCODE* opcode;
1282 DWORD dst;
1283 DWORD dst_addr;
1284 DWORD predicate;
1285 DWORD src[4];
1286 DWORD src_addr[4];
1287 SHADER_BUFFER* buffer;
1288 } SHADER_OPCODE_ARG;
1290 typedef struct SHADER_LIMITS {
1291 unsigned int temporary;
1292 unsigned int texture;
1293 unsigned int constant_int;
1294 unsigned int constant_float;
1295 unsigned int constant_bool;
1296 unsigned int address;
1297 unsigned int attributes;
1298 } SHADER_LIMITS;
1300 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1301 maintain state information between multiple codes */
1302 typedef struct SHADER_PARSE_STATE {
1303 unsigned int current_row;
1304 DWORD texcoord_w[2];
1305 } SHADER_PARSE_STATE;
1307 /* Base Shader utility functions.
1308 * (may move callers into the same file in the future) */
1309 extern int shader_addline(
1310 SHADER_BUFFER* buffer,
1311 const char* fmt, ...);
1313 extern const SHADER_OPCODE* shader_get_opcode(
1314 IWineD3DBaseShader *iface,
1315 const DWORD code);
1317 /* ARB shader program Prototypes */
1318 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1320 /* GLSL helper programs */
1321 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1323 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1324 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1325 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1326 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1327 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1328 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1329 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1330 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1331 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1332 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1333 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1334 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1335 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1336 /** GLSL Pixel Shader Prototypes */
1337 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1338 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1339 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1340 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1342 /*****************************************************************************
1343 * IDirect3DBaseShader implementation structure
1345 typedef struct IWineD3DBaseShaderClass
1347 DWORD version;
1348 DWORD hex_version;
1349 SHADER_LIMITS limits;
1350 SHADER_PARSE_STATE parse_state;
1351 CONST SHADER_OPCODE *shader_ins;
1352 CONST DWORD *function;
1353 UINT functionLength;
1354 GLuint prgId;
1355 } IWineD3DBaseShaderClass;
1357 typedef struct IWineD3DBaseShaderImpl {
1358 /* IUnknown */
1359 const IWineD3DBaseShaderVtbl *lpVtbl;
1360 LONG ref;
1362 /* IWineD3DBaseShader */
1363 IWineD3DBaseShaderClass baseShader;
1364 } IWineD3DBaseShaderImpl;
1366 extern void shader_program_dump_decl_usage(
1367 DWORD dcl,
1368 DWORD param);
1370 extern void generate_base_shader(
1371 IWineD3DBaseShader *iface,
1372 SHADER_BUFFER* buffer,
1373 CONST DWORD* pFunction);
1375 extern void shader_dump_ins_modifiers(
1376 const DWORD output);
1378 extern void shader_dump_param(
1379 IWineD3DBaseShader *iface,
1380 const DWORD param,
1381 const DWORD addr_token,
1382 int input);
1384 extern int shader_get_param(
1385 IWineD3DBaseShader* iface,
1386 const DWORD* pToken,
1387 DWORD* param,
1388 DWORD* addr_token);
1390 extern int shader_skip_unrecognized(
1391 IWineD3DBaseShader* iface,
1392 const DWORD* pToken);
1394 extern void print_glsl_info_log(
1395 WineD3D_GL_Info *gl_info,
1396 GLhandleARB obj);
1398 inline static int shader_get_regtype(const DWORD param) {
1399 return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
1400 ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
1403 extern unsigned int shader_get_float_offset(const DWORD reg);
1405 inline static BOOL shader_is_pshader_version(DWORD token) {
1406 return 0xFFFF0000 == (token & 0xFFFF0000);
1409 inline static BOOL shader_is_vshader_version(DWORD token) {
1410 return 0xFFFE0000 == (token & 0xFFFF0000);
1413 inline static BOOL shader_is_comment(DWORD token) {
1414 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1417 /*****************************************************************************
1418 * IDirect3DVertexShader implementation structure
1420 typedef struct IWineD3DVertexShaderImpl {
1421 /* IUnknown parts*/
1422 const IWineD3DVertexShaderVtbl *lpVtbl;
1423 LONG ref; /* Note: Ref counting not required */
1425 /* IWineD3DBaseShader */
1426 IWineD3DBaseShaderClass baseShader;
1428 /* IWineD3DVertexShaderImpl */
1429 IUnknown *parent;
1430 IWineD3DDeviceImpl *wineD3DDevice;
1432 DWORD usage;
1434 /* vertex declaration array mapping */
1435 BOOL namedArrays; /* don't map use named functions */
1436 BOOL declaredArrays; /* mapping requires */
1437 INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]; /* lookup table for the maps */
1439 /* run time datas... */
1440 VSHADERDATA *data;
1441 IWineD3DVertexDeclaration *vertexDeclaration;
1442 #if 0 /* needs reworking */
1443 /* run time datas */
1444 VSHADERINPUTDATA input;
1445 VSHADEROUTPUTDATA output;
1446 #endif
1447 } IWineD3DVertexShaderImpl;
1448 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1449 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1451 /*****************************************************************************
1452 * IDirect3DPixelShader implementation structure
1454 typedef struct IWineD3DPixelShaderImpl {
1455 /* IUnknown parts */
1456 const IWineD3DPixelShaderVtbl *lpVtbl;
1457 LONG ref; /* Note: Ref counting not required */
1459 /* IWineD3DBaseShader */
1460 IWineD3DBaseShaderClass baseShader;
1462 /* IWineD3DPixelShaderImpl */
1463 IUnknown *parent;
1464 IWineD3DDeviceImpl *wineD3DDevice;
1466 /* run time data */
1467 PSHADERDATA *data;
1469 #if 0 /* needs reworking */
1470 PSHADERINPUTDATA input;
1471 PSHADEROUTPUTDATA output;
1472 #endif
1473 } IWineD3DPixelShaderImpl;
1475 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1476 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1478 /*****************************************************************************
1479 * IWineD3DPalette implementation structure
1481 struct IWineD3DPaletteImpl {
1482 /* IUnknown parts */
1483 const IWineD3DPaletteVtbl *lpVtbl;
1484 LONG ref;
1486 IUnknown *parent;
1487 IWineD3DDeviceImpl *wineD3DDevice;
1489 /* IWineD3DPalette */
1490 HPALETTE hpal;
1491 WORD palVersion; /*| */
1492 WORD palNumEntries; /*| LOGPALETTE */
1493 PALETTEENTRY palents[256]; /*| */
1494 /* This is to store the palette in 'screen format' */
1495 int screen_palents[256];
1496 DWORD Flags;
1499 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1500 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1502 /* DirectDraw utility functions */
1503 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1504 LONG get_bitmask_red(WINED3DFORMAT fmt);
1505 LONG get_bitmask_green(WINED3DFORMAT fmt);
1506 LONG get_bitmask_blue(WINED3DFORMAT fmt);
1507 LONG get_bitmask_alpha(WINED3DFORMAT fmt);
1508 BOOL isFourcc(WINED3DFORMAT fmt);
1510 #endif