wined3d: Add a separate function for state block initialization.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob044bae9723fca7ca90811d427d7566b801b8e75b
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 #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 "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
51 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 /* Texture format fixups */
55 enum fixup_channel_source
57 CHANNEL_SOURCE_ZERO = 0,
58 CHANNEL_SOURCE_ONE = 1,
59 CHANNEL_SOURCE_X = 2,
60 CHANNEL_SOURCE_Y = 3,
61 CHANNEL_SOURCE_Z = 4,
62 CHANNEL_SOURCE_W = 5,
63 CHANNEL_SOURCE_YUV0 = 6,
64 CHANNEL_SOURCE_YUV1 = 7,
67 enum yuv_fixup
69 YUV_FIXUP_YUY2 = 0,
70 YUV_FIXUP_UYVY = 1,
71 YUV_FIXUP_YV12 = 2,
74 #include <pshpack2.h>
75 struct color_fixup_desc
77 unsigned x_sign_fixup : 1;
78 unsigned x_source : 3;
79 unsigned y_sign_fixup : 1;
80 unsigned y_source : 3;
81 unsigned z_sign_fixup : 1;
82 unsigned z_source : 3;
83 unsigned w_sign_fixup : 1;
84 unsigned w_source : 3;
86 #include <poppack.h>
88 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
89 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
91 static inline struct color_fixup_desc create_color_fixup_desc(
92 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
93 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
95 struct color_fixup_desc fixup =
97 sign0, src0,
98 sign1, src1,
99 sign2, src2,
100 sign3, src3,
102 return fixup;
105 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
107 struct color_fixup_desc fixup =
109 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
114 return fixup;
117 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
119 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
122 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
124 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
127 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
129 enum yuv_fixup yuv_fixup = 0;
130 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
131 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
132 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
133 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
134 return yuv_fixup;
137 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
138 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
139 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
141 /* Device caps */
142 #define MAX_PALETTES 65536
143 #define MAX_STREAMS 16
144 #define MAX_TEXTURES 8
145 #define MAX_FRAGMENT_SAMPLERS 16
146 #define MAX_VERTEX_SAMPLERS 4
147 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
148 #define MAX_ACTIVE_LIGHTS 8
149 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
151 /* Used for CreateStateBlock */
152 #define NUM_SAVEDPIXELSTATES_R 35
153 #define NUM_SAVEDPIXELSTATES_T 18
154 #define NUM_SAVEDPIXELSTATES_S 12
155 #define NUM_SAVEDVERTEXSTATES_R 34
156 #define NUM_SAVEDVERTEXSTATES_T 2
157 #define NUM_SAVEDVERTEXSTATES_S 1
159 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] DECLSPEC_HIDDEN;
160 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] DECLSPEC_HIDDEN;
161 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] DECLSPEC_HIDDEN;
162 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] DECLSPEC_HIDDEN;
163 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] DECLSPEC_HIDDEN;
164 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] DECLSPEC_HIDDEN;
166 typedef enum _WINELOOKUP {
167 WINELOOKUP_WARPPARAM = 0,
168 MAX_LOOKUPS = 1
169 } WINELOOKUP;
171 extern const int minLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
172 extern const int maxLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
173 extern DWORD *stateLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
175 struct min_lookup
177 GLenum mip[WINED3DTEXF_LINEAR + 1];
180 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
183 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
184 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
186 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
188 return mag_lookup[mag_filter];
191 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
192 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
194 return min_mip_lookup[min_filter].mip[mip_filter];
197 /* float_16_to_32() and float_32_to_16() (see implementation in
198 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
199 * to standard C floats and vice versa. They do not depend on the encoding
200 * of the C float, so they are platform independent, but slow. On x86 and
201 * other IEEE 754 compliant platforms the conversion can be accelerated by
202 * bit shifting the exponent and mantissa. There are also some SSE-based
203 * assembly routines out there.
205 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
207 static inline float float_16_to_32(const unsigned short *in) {
208 const unsigned short s = ((*in) & 0x8000);
209 const unsigned short e = ((*in) & 0x7C00) >> 10;
210 const unsigned short m = (*in) & 0x3FF;
211 const float sgn = (s ? -1.0f : 1.0f);
213 if(e == 0) {
214 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
215 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
216 } else if(e < 31) {
217 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
218 } else {
219 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
220 else return 0.0f / 0.0f; /* NAN */
224 static inline float float_24_to_32(DWORD in)
226 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
227 const unsigned short e = (in & 0x780000) >> 19;
228 const unsigned short m = in & 0x7ffff;
230 if (e == 0)
232 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
233 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
235 else if (e < 15)
237 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
239 else
241 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
242 else return 0.0f / 0.0f; /* NAN */
247 * Settings
249 #define VS_NONE 0
250 #define VS_HW 1
252 #define PS_NONE 0
253 #define PS_HW 1
255 #define VBO_NONE 0
256 #define VBO_HW 1
258 #define NP2_NONE 0
259 #define NP2_REPACK 1
260 #define NP2_NATIVE 2
262 #define ORM_BACKBUFFER 0
263 #define ORM_PBUFFER 1
264 #define ORM_FBO 2
266 #define SHADER_ARB 1
267 #define SHADER_GLSL 2
268 #define SHADER_ATI 3
269 #define SHADER_NONE 4
271 #define RTL_DISABLE -1
272 #define RTL_READDRAW 1
273 #define RTL_READTEX 2
275 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
276 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
278 /* NOTE: When adding fields to this structure, make sure to update the default
279 * values in wined3d_main.c as well. */
280 typedef struct wined3d_settings_s {
281 /* vertex and pixel shader modes */
282 int vs_mode;
283 int ps_mode;
284 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
285 we should use it. However, until it's fully implemented, we'll leave it as a registry
286 setting for developers. */
287 BOOL glslRequested;
288 int offscreen_rendering_mode;
289 int rendertargetlock_mode;
290 unsigned short pci_vendor_id;
291 unsigned short pci_device_id;
292 /* Memory tracking and object counting */
293 unsigned int emulated_textureram;
294 char *logo;
295 int allow_multisampling;
296 } wined3d_settings_t;
298 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
300 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
302 WINED3DSTT_UNKNOWN = 0,
303 WINED3DSTT_1D = 1,
304 WINED3DSTT_2D = 2,
305 WINED3DSTT_CUBE = 3,
306 WINED3DSTT_VOLUME = 4,
307 } WINED3DSAMPLER_TEXTURE_TYPE;
309 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
311 WINED3DSPR_TEMP = 0,
312 WINED3DSPR_INPUT = 1,
313 WINED3DSPR_CONST = 2,
314 WINED3DSPR_ADDR = 3,
315 WINED3DSPR_TEXTURE = 3,
316 WINED3DSPR_RASTOUT = 4,
317 WINED3DSPR_ATTROUT = 5,
318 WINED3DSPR_TEXCRDOUT = 6,
319 WINED3DSPR_OUTPUT = 6,
320 WINED3DSPR_CONSTINT = 7,
321 WINED3DSPR_COLOROUT = 8,
322 WINED3DSPR_DEPTHOUT = 9,
323 WINED3DSPR_SAMPLER = 10,
324 WINED3DSPR_CONST2 = 11,
325 WINED3DSPR_CONST3 = 12,
326 WINED3DSPR_CONST4 = 13,
327 WINED3DSPR_CONSTBOOL = 14,
328 WINED3DSPR_LOOP = 15,
329 WINED3DSPR_TEMPFLOAT16 = 16,
330 WINED3DSPR_MISCTYPE = 17,
331 WINED3DSPR_LABEL = 18,
332 WINED3DSPR_PREDICATE = 19,
333 WINED3DSPR_IMMCONST,
334 WINED3DSPR_CONSTBUFFER,
335 } WINED3DSHADER_PARAM_REGISTER_TYPE;
337 enum wined3d_immconst_type
339 WINED3D_IMMCONST_FLOAT,
340 WINED3D_IMMCONST_FLOAT4,
343 typedef enum _WINED3DVS_RASTOUT_OFFSETS
345 WINED3DSRO_POSITION = 0,
346 WINED3DSRO_FOG = 1,
347 WINED3DSRO_POINT_SIZE = 2,
348 } WINED3DVS_RASTOUT_OFFSETS;
350 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
352 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
354 WINED3DSPSM_NONE = 0,
355 WINED3DSPSM_NEG = 1,
356 WINED3DSPSM_BIAS = 2,
357 WINED3DSPSM_BIASNEG = 3,
358 WINED3DSPSM_SIGN = 4,
359 WINED3DSPSM_SIGNNEG = 5,
360 WINED3DSPSM_COMP = 6,
361 WINED3DSPSM_X2 = 7,
362 WINED3DSPSM_X2NEG = 8,
363 WINED3DSPSM_DZ = 9,
364 WINED3DSPSM_DW = 10,
365 WINED3DSPSM_ABS = 11,
366 WINED3DSPSM_ABSNEG = 12,
367 WINED3DSPSM_NOT = 13,
368 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
370 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
371 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
372 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
373 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
374 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
376 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
378 WINED3DSPDM_NONE = 0,
379 WINED3DSPDM_SATURATE = 1,
380 WINED3DSPDM_PARTIALPRECISION = 2,
381 WINED3DSPDM_MSAMPCENTROID = 4,
382 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
384 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
386 WINED3DSIO_NOP = 0,
387 WINED3DSIO_MOV = 1,
388 WINED3DSIO_ADD = 2,
389 WINED3DSIO_SUB = 3,
390 WINED3DSIO_MAD = 4,
391 WINED3DSIO_MUL = 5,
392 WINED3DSIO_RCP = 6,
393 WINED3DSIO_RSQ = 7,
394 WINED3DSIO_DP3 = 8,
395 WINED3DSIO_DP4 = 9,
396 WINED3DSIO_MIN = 10,
397 WINED3DSIO_MAX = 11,
398 WINED3DSIO_SLT = 12,
399 WINED3DSIO_SGE = 13,
400 WINED3DSIO_EXP = 14,
401 WINED3DSIO_LOG = 15,
402 WINED3DSIO_LIT = 16,
403 WINED3DSIO_DST = 17,
404 WINED3DSIO_LRP = 18,
405 WINED3DSIO_FRC = 19,
406 WINED3DSIO_M4x4 = 20,
407 WINED3DSIO_M4x3 = 21,
408 WINED3DSIO_M3x4 = 22,
409 WINED3DSIO_M3x3 = 23,
410 WINED3DSIO_M3x2 = 24,
411 WINED3DSIO_CALL = 25,
412 WINED3DSIO_CALLNZ = 26,
413 WINED3DSIO_LOOP = 27,
414 WINED3DSIO_RET = 28,
415 WINED3DSIO_ENDLOOP = 29,
416 WINED3DSIO_LABEL = 30,
417 WINED3DSIO_DCL = 31,
418 WINED3DSIO_POW = 32,
419 WINED3DSIO_CRS = 33,
420 WINED3DSIO_SGN = 34,
421 WINED3DSIO_ABS = 35,
422 WINED3DSIO_NRM = 36,
423 WINED3DSIO_SINCOS = 37,
424 WINED3DSIO_REP = 38,
425 WINED3DSIO_ENDREP = 39,
426 WINED3DSIO_IF = 40,
427 WINED3DSIO_IFC = 41,
428 WINED3DSIO_ELSE = 42,
429 WINED3DSIO_ENDIF = 43,
430 WINED3DSIO_BREAK = 44,
431 WINED3DSIO_BREAKC = 45,
432 WINED3DSIO_MOVA = 46,
433 WINED3DSIO_DEFB = 47,
434 WINED3DSIO_DEFI = 48,
436 WINED3DSIO_TEXCOORD = 64,
437 WINED3DSIO_TEXKILL = 65,
438 WINED3DSIO_TEX = 66,
439 WINED3DSIO_TEXBEM = 67,
440 WINED3DSIO_TEXBEML = 68,
441 WINED3DSIO_TEXREG2AR = 69,
442 WINED3DSIO_TEXREG2GB = 70,
443 WINED3DSIO_TEXM3x2PAD = 71,
444 WINED3DSIO_TEXM3x2TEX = 72,
445 WINED3DSIO_TEXM3x3PAD = 73,
446 WINED3DSIO_TEXM3x3TEX = 74,
447 WINED3DSIO_TEXM3x3DIFF = 75,
448 WINED3DSIO_TEXM3x3SPEC = 76,
449 WINED3DSIO_TEXM3x3VSPEC = 77,
450 WINED3DSIO_EXPP = 78,
451 WINED3DSIO_LOGP = 79,
452 WINED3DSIO_CND = 80,
453 WINED3DSIO_DEF = 81,
454 WINED3DSIO_TEXREG2RGB = 82,
455 WINED3DSIO_TEXDP3TEX = 83,
456 WINED3DSIO_TEXM3x2DEPTH = 84,
457 WINED3DSIO_TEXDP3 = 85,
458 WINED3DSIO_TEXM3x3 = 86,
459 WINED3DSIO_TEXDEPTH = 87,
460 WINED3DSIO_CMP = 88,
461 WINED3DSIO_BEM = 89,
462 WINED3DSIO_DP2ADD = 90,
463 WINED3DSIO_DSX = 91,
464 WINED3DSIO_DSY = 92,
465 WINED3DSIO_TEXLDD = 93,
466 WINED3DSIO_SETP = 94,
467 WINED3DSIO_TEXLDL = 95,
468 WINED3DSIO_BREAKP = 96,
470 WINED3DSIO_PHASE = 0xfffd,
471 WINED3DSIO_COMMENT = 0xfffe,
472 WINED3DSIO_END = 0Xffff,
473 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
475 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
476 #define WINED3DSI_TEXLD_PROJECT 1
477 #define WINED3DSI_TEXLD_BIAS 2
479 typedef enum COMPARISON_TYPE
481 COMPARISON_GT = 1,
482 COMPARISON_EQ = 2,
483 COMPARISON_GE = 3,
484 COMPARISON_LT = 4,
485 COMPARISON_NE = 5,
486 COMPARISON_LE = 6,
487 } COMPARISON_TYPE;
489 #define WINED3D_SM1_VS 0xfffe
490 #define WINED3D_SM1_PS 0xffff
491 #define WINED3D_SM4_PS 0x0000
492 #define WINED3D_SM4_VS 0x0001
493 #define WINED3D_SM4_GS 0x0002
495 /* Shader version tokens, and shader end tokens */
496 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
497 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
499 /* Shader backends */
501 /* TODO: Make this dynamic, based on shader limits ? */
502 #define MAX_ATTRIBS 16
503 #define MAX_REG_ADDR 1
504 #define MAX_REG_TEMP 32
505 #define MAX_REG_TEXCRD 8
506 #define MAX_REG_INPUT 12
507 #define MAX_REG_OUTPUT 12
508 #define MAX_CONST_I 16
509 #define MAX_CONST_B 16
511 /* FIXME: This needs to go up to 2048 for
512 * Shader model 3 according to msdn (and for software shaders) */
513 #define MAX_LABELS 16
515 #define SHADER_PGMSIZE 65535
517 struct wined3d_shader_buffer
519 char *buffer;
520 unsigned int bsize;
521 unsigned int lineNo;
522 BOOL newline;
525 enum WINED3D_SHADER_INSTRUCTION_HANDLER
527 WINED3DSIH_ABS,
528 WINED3DSIH_ADD,
529 WINED3DSIH_BEM,
530 WINED3DSIH_BREAK,
531 WINED3DSIH_BREAKC,
532 WINED3DSIH_BREAKP,
533 WINED3DSIH_CALL,
534 WINED3DSIH_CALLNZ,
535 WINED3DSIH_CMP,
536 WINED3DSIH_CND,
537 WINED3DSIH_CRS,
538 WINED3DSIH_DCL,
539 WINED3DSIH_DEF,
540 WINED3DSIH_DEFB,
541 WINED3DSIH_DEFI,
542 WINED3DSIH_DP2ADD,
543 WINED3DSIH_DP3,
544 WINED3DSIH_DP4,
545 WINED3DSIH_DST,
546 WINED3DSIH_DSX,
547 WINED3DSIH_DSY,
548 WINED3DSIH_ELSE,
549 WINED3DSIH_ENDIF,
550 WINED3DSIH_ENDLOOP,
551 WINED3DSIH_ENDREP,
552 WINED3DSIH_EXP,
553 WINED3DSIH_EXPP,
554 WINED3DSIH_FRC,
555 WINED3DSIH_IF,
556 WINED3DSIH_IFC,
557 WINED3DSIH_LABEL,
558 WINED3DSIH_LIT,
559 WINED3DSIH_LOG,
560 WINED3DSIH_LOGP,
561 WINED3DSIH_LOOP,
562 WINED3DSIH_LRP,
563 WINED3DSIH_M3x2,
564 WINED3DSIH_M3x3,
565 WINED3DSIH_M3x4,
566 WINED3DSIH_M4x3,
567 WINED3DSIH_M4x4,
568 WINED3DSIH_MAD,
569 WINED3DSIH_MAX,
570 WINED3DSIH_MIN,
571 WINED3DSIH_MOV,
572 WINED3DSIH_MOVA,
573 WINED3DSIH_MUL,
574 WINED3DSIH_NOP,
575 WINED3DSIH_NRM,
576 WINED3DSIH_PHASE,
577 WINED3DSIH_POW,
578 WINED3DSIH_RCP,
579 WINED3DSIH_REP,
580 WINED3DSIH_RET,
581 WINED3DSIH_RSQ,
582 WINED3DSIH_SETP,
583 WINED3DSIH_SGE,
584 WINED3DSIH_SGN,
585 WINED3DSIH_SINCOS,
586 WINED3DSIH_SLT,
587 WINED3DSIH_SUB,
588 WINED3DSIH_TEX,
589 WINED3DSIH_TEXBEM,
590 WINED3DSIH_TEXBEML,
591 WINED3DSIH_TEXCOORD,
592 WINED3DSIH_TEXDEPTH,
593 WINED3DSIH_TEXDP3,
594 WINED3DSIH_TEXDP3TEX,
595 WINED3DSIH_TEXKILL,
596 WINED3DSIH_TEXLDD,
597 WINED3DSIH_TEXLDL,
598 WINED3DSIH_TEXM3x2DEPTH,
599 WINED3DSIH_TEXM3x2PAD,
600 WINED3DSIH_TEXM3x2TEX,
601 WINED3DSIH_TEXM3x3,
602 WINED3DSIH_TEXM3x3DIFF,
603 WINED3DSIH_TEXM3x3PAD,
604 WINED3DSIH_TEXM3x3SPEC,
605 WINED3DSIH_TEXM3x3TEX,
606 WINED3DSIH_TEXM3x3VSPEC,
607 WINED3DSIH_TEXREG2AR,
608 WINED3DSIH_TEXREG2GB,
609 WINED3DSIH_TEXREG2RGB,
610 WINED3DSIH_TABLE_SIZE
613 enum wined3d_shader_type
615 WINED3D_SHADER_TYPE_PIXEL,
616 WINED3D_SHADER_TYPE_VERTEX,
617 WINED3D_SHADER_TYPE_GEOMETRY,
620 struct wined3d_shader_version
622 enum wined3d_shader_type type;
623 BYTE major;
624 BYTE minor;
627 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
629 typedef struct shader_reg_maps
631 struct wined3d_shader_version shader_version;
632 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
633 BYTE address; /* MAX_REG_ADDR, 1 */
634 WORD labels; /* MAX_LABELS, 16 */
635 DWORD temporary; /* MAX_REG_TEMP, 32 */
636 DWORD *constf; /* pixel, vertex */
637 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
638 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
639 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
640 WORD integer_constants; /* MAX_CONST_I, 16 */
641 WORD boolean_constants; /* MAX_CONST_B, 16 */
642 WORD local_int_consts; /* MAX_CONST_I, 16 */
643 WORD local_bool_consts; /* MAX_CONST_B, 16 */
645 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
646 BYTE bumpmat; /* MAX_TEXTURES, 8 */
647 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
649 WORD usesnrm : 1;
650 WORD vpos : 1;
651 WORD usesdsx : 1;
652 WORD usesdsy : 1;
653 WORD usestexldd : 1;
654 WORD usesmova : 1;
655 WORD usesfacing : 1;
656 WORD usesrelconstF : 1;
657 WORD fog : 1;
658 WORD usestexldl : 1;
659 WORD usesifc : 1;
660 WORD usescall : 1;
661 WORD padding : 4;
663 /* Whether or not loops are used in this shader, and nesting depth */
664 unsigned loop_depth;
665 unsigned highest_render_target;
667 } shader_reg_maps;
669 struct wined3d_shader_context
671 IWineD3DBaseShader *shader;
672 const struct shader_reg_maps *reg_maps;
673 struct wined3d_shader_buffer *buffer;
674 void *backend_data;
677 struct wined3d_shader_register
679 WINED3DSHADER_PARAM_REGISTER_TYPE type;
680 UINT idx;
681 UINT array_idx;
682 const struct wined3d_shader_src_param *rel_addr;
683 enum wined3d_immconst_type immconst_type;
684 DWORD immconst_data[4];
687 struct wined3d_shader_dst_param
689 struct wined3d_shader_register reg;
690 DWORD write_mask;
691 DWORD modifiers;
692 DWORD shift;
695 struct wined3d_shader_src_param
697 struct wined3d_shader_register reg;
698 DWORD swizzle;
699 DWORD modifiers;
702 struct wined3d_shader_instruction
704 const struct wined3d_shader_context *ctx;
705 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
706 DWORD flags;
707 BOOL coissue;
708 DWORD predicate;
709 UINT dst_count;
710 const struct wined3d_shader_dst_param *dst;
711 UINT src_count;
712 const struct wined3d_shader_src_param *src;
715 struct wined3d_shader_semantic
717 WINED3DDECLUSAGE usage;
718 UINT usage_idx;
719 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
720 struct wined3d_shader_dst_param reg;
723 struct wined3d_shader_attribute
725 WINED3DDECLUSAGE usage;
726 UINT usage_idx;
729 struct wined3d_shader_loop_control
731 unsigned int count;
732 unsigned int start;
733 int step;
736 struct wined3d_shader_frontend
738 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
739 void (*shader_free)(void *data);
740 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
741 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
742 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
743 struct wined3d_shader_src_param *src_rel_addr);
744 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
745 struct wined3d_shader_src_param *dst_rel_addr);
746 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
747 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
748 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
751 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
752 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
754 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
756 struct shader_caps {
757 DWORD VertexShaderVersion;
758 DWORD MaxVertexShaderConst;
760 DWORD PixelShaderVersion;
761 float PixelShader1xMaxValue;
762 DWORD MaxPixelShaderConst;
764 WINED3DVSHADERCAPS2_0 VS20Caps;
765 WINED3DPSHADERCAPS2_0 PS20Caps;
767 DWORD MaxVShaderInstructionsExecuted;
768 DWORD MaxPShaderInstructionsExecuted;
769 DWORD MaxVertexShader30InstructionSlots;
770 DWORD MaxPixelShader30InstructionSlots;
772 BOOL VSClipping;
775 enum tex_types
777 tex_1d = 0,
778 tex_2d = 1,
779 tex_3d = 2,
780 tex_cube = 3,
781 tex_rect = 4,
782 tex_type_count = 5,
785 enum vertexprocessing_mode {
786 fixedfunction,
787 vertexshader,
788 pretransformed
791 #define WINED3D_CONST_NUM_UNUSED ~0U
793 enum fogmode {
794 FOG_OFF,
795 FOG_LINEAR,
796 FOG_EXP,
797 FOG_EXP2
800 /* Stateblock dependent parameters which have to be hardcoded
801 * into the shader code
803 struct ps_compile_args {
804 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
805 enum vertexprocessing_mode vp_mode;
806 enum fogmode fog;
807 /* Projected textures(ps 1.0-1.3) */
808 /* Texture types(2D, Cube, 3D) in ps 1.x */
809 BOOL srgb_correction;
810 WORD np2_fixup;
811 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
812 D3D9 has a limit of 16 samplers and the fixup is superfluous
813 in D3D10 (unconditional NP2 support mandatory). */
816 enum fog_src_type {
817 VS_FOG_Z = 0,
818 VS_FOG_COORD = 1
821 struct vs_compile_args {
822 WORD fog_src;
823 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
826 struct wined3d_context;
828 typedef struct {
829 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
830 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
831 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
832 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
833 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
834 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
835 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
836 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
837 void (*shader_destroy)(IWineD3DBaseShader *iface);
838 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
839 void (*shader_free_private)(IWineD3DDevice *iface);
840 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
841 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
842 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
843 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
844 } shader_backend_t;
846 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
847 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
848 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
850 /* X11 locking */
852 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
853 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
855 /* As GLX relies on X, this is needed */
856 extern int num_lock DECLSPEC_HIDDEN;
858 #if 0
859 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
860 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
861 #else
862 #define ENTER_GL() wine_tsx11_lock_ptr()
863 #define LEAVE_GL() wine_tsx11_unlock_ptr()
864 #endif
866 /*****************************************************************************
867 * Defines
870 /* GL related defines */
871 /* ------------------ */
872 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
873 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
874 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
875 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
877 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
878 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
879 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
880 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
882 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
883 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
884 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
885 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
887 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
888 (vec)[0] = D3DCOLOR_R(dw); \
889 (vec)[1] = D3DCOLOR_G(dw); \
890 (vec)[2] = D3DCOLOR_B(dw); \
891 (vec)[3] = D3DCOLOR_A(dw); \
892 } while(0)
894 /* DirectX Device Limits */
895 /* --------------------- */
896 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
897 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
898 See MaxStreams in MSDN under GetDeviceCaps */
899 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
901 /* Checking of API calls */
902 /* --------------------- */
903 #ifndef WINE_NO_DEBUG_MSGS
904 #define checkGLcall(A) \
905 do { \
906 GLint err; \
907 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
908 err = glGetError(); \
909 if (err == GL_NO_ERROR) { \
910 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
912 } else do { \
913 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
914 debug_glerror(err), err, A, __FILE__, __LINE__); \
915 err = glGetError(); \
916 } while (err != GL_NO_ERROR); \
917 } while(0)
918 #else
919 #define checkGLcall(A) do {} while(0)
920 #endif
922 /* Trace routines / diagnostics */
923 /* ---------------------------- */
925 /* Dump out a matrix and copy it */
926 #define conv_mat(mat,gl_mat) \
927 do { \
928 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
929 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
930 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
931 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
932 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
933 } while (0)
935 /* Macro to dump out the current state of the light chain */
936 #define DUMP_LIGHT_CHAIN() \
937 do { \
938 PLIGHTINFOEL *el = This->stateBlock->lights;\
939 while (el) { \
940 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
941 el = el->next; \
943 } while(0)
945 /* Trace vector and strided data information */
946 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
947 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
948 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
949 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
950 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
952 /* Defines used for optimizations */
954 /* Only reapply what is necessary */
955 #define REAPPLY_ALPHAOP 0x0001
956 #define REAPPLY_ALL 0xFFFF
958 /* Advance declaration of structures to satisfy compiler */
959 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
960 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
961 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
962 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
964 /* Global variables */
965 extern const float identity[16] DECLSPEC_HIDDEN;
967 /*****************************************************************************
968 * Compilable extra diagnostics
971 /* Trace information per-vertex: (extremely high amount of trace) */
972 #if 0 /* NOTE: Must be 0 in cvs */
973 # define VTRACE(A) TRACE A
974 #else
975 # define VTRACE(A)
976 #endif
978 /* TODO: Confirm each of these works when wined3d move completed */
979 #if 0 /* NOTE: Must be 0 in cvs */
980 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
981 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
982 is enabled, and if it doesn't exist it is disabled. */
983 # define FRAME_DEBUGGING
984 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
985 the file is deleted */
986 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
987 # define SINGLE_FRAME_DEBUGGING
988 # endif
989 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
990 It can only be enabled when FRAME_DEBUGGING is also enabled
991 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
992 array is drawn. */
993 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
994 # define SHOW_FRAME_MAKEUP 1
995 # endif
996 /* The following, when enabled, lets you see the makeup of the all the textures used during each
997 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
998 The contents of the textures assigned to each stage are written into
999 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
1000 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1001 # define SHOW_TEXTURE_MAKEUP 0
1002 # endif
1003 extern BOOL isOn;
1004 extern BOOL isDumpingFrames;
1005 extern LONG primCounter;
1006 #endif
1008 enum wined3d_ffp_idx
1010 WINED3D_FFP_POSITION = 0,
1011 WINED3D_FFP_BLENDWEIGHT = 1,
1012 WINED3D_FFP_BLENDINDICES = 2,
1013 WINED3D_FFP_NORMAL = 3,
1014 WINED3D_FFP_PSIZE = 4,
1015 WINED3D_FFP_DIFFUSE = 5,
1016 WINED3D_FFP_SPECULAR = 6,
1017 WINED3D_FFP_TEXCOORD0 = 7,
1018 WINED3D_FFP_TEXCOORD1 = 8,
1019 WINED3D_FFP_TEXCOORD2 = 9,
1020 WINED3D_FFP_TEXCOORD3 = 10,
1021 WINED3D_FFP_TEXCOORD4 = 11,
1022 WINED3D_FFP_TEXCOORD5 = 12,
1023 WINED3D_FFP_TEXCOORD6 = 13,
1024 WINED3D_FFP_TEXCOORD7 = 14,
1027 enum wined3d_ffp_emit_idx
1029 WINED3D_FFP_EMIT_FLOAT1 = 0,
1030 WINED3D_FFP_EMIT_FLOAT2 = 1,
1031 WINED3D_FFP_EMIT_FLOAT3 = 2,
1032 WINED3D_FFP_EMIT_FLOAT4 = 3,
1033 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1034 WINED3D_FFP_EMIT_UBYTE4 = 5,
1035 WINED3D_FFP_EMIT_SHORT2 = 6,
1036 WINED3D_FFP_EMIT_SHORT4 = 7,
1037 WINED3D_FFP_EMIT_UBYTE4N = 8,
1038 WINED3D_FFP_EMIT_SHORT2N = 9,
1039 WINED3D_FFP_EMIT_SHORT4N = 10,
1040 WINED3D_FFP_EMIT_USHORT2N = 11,
1041 WINED3D_FFP_EMIT_USHORT4N = 12,
1042 WINED3D_FFP_EMIT_UDEC3 = 13,
1043 WINED3D_FFP_EMIT_DEC3N = 14,
1044 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1045 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1046 WINED3D_FFP_EMIT_COUNT = 17
1049 struct wined3d_stream_info_element
1051 const struct GlPixelFormatDesc *format_desc;
1052 GLsizei stride;
1053 const BYTE *data;
1054 UINT stream_idx;
1055 GLuint buffer_object;
1058 struct wined3d_stream_info
1060 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1061 BOOL position_transformed;
1062 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1063 WORD use_map; /* MAX_ATTRIBS, 16 */
1066 /*****************************************************************************
1067 * Prototypes
1070 /* Routine common to the draw primitive and draw indexed primitive routines */
1071 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
1072 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1073 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1075 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1076 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1077 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1078 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1079 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1080 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1081 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1082 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1084 #define eps 1e-8
1086 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1087 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1089 /* Routines and structures related to state management */
1091 #define STATE_RENDER(a) (a)
1092 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1094 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1095 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1097 /* + 1 because samplers start with 0 */
1098 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1099 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1101 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1102 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1104 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1105 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1107 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1108 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1109 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1110 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1112 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1113 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1115 #define STATE_VSHADER (STATE_VDECL + 1)
1116 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1118 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1119 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1121 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1122 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1123 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1124 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1126 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1127 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1129 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1130 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1132 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1133 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1135 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1137 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1139 #define STATE_HIGHEST (STATE_FRONTFACE)
1141 enum fogsource {
1142 FOGSOURCE_FFP,
1143 FOGSOURCE_VS,
1144 FOGSOURCE_COORD,
1147 #define WINED3D_MAX_FBO_ENTRIES 64
1149 struct wined3d_occlusion_query
1151 struct list entry;
1152 GLuint id;
1153 struct wined3d_context *context;
1156 struct wined3d_event_query
1158 struct list entry;
1159 GLuint id;
1160 struct wined3d_context *context;
1163 struct wined3d_context
1165 const struct wined3d_gl_info *gl_info;
1166 /* State dirtification
1167 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1168 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1169 * 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
1170 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1172 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1173 DWORD numDirtyEntries;
1174 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1176 IWineD3DSurface *surface;
1177 IWineD3DSurface *current_rt;
1178 DWORD tid; /* Thread ID which owns this context at the moment */
1180 /* Stores some information about the context state for optimization */
1181 WORD render_offscreen : 1;
1182 WORD draw_buffer_dirty : 1;
1183 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1184 WORD last_was_pshader : 1;
1185 WORD last_was_vshader : 1;
1186 WORD namedArraysLoaded : 1;
1187 WORD numberedArraysLoaded : 1;
1188 WORD last_was_blit : 1;
1189 WORD last_was_ckey : 1;
1190 WORD fog_coord : 1;
1191 WORD isPBuffer : 1;
1192 WORD fog_enabled : 1;
1193 WORD num_untracked_materials : 2; /* Max value 2 */
1194 WORD current : 1;
1195 WORD destroyed : 1;
1196 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1197 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1198 DWORD numbered_array_mask;
1199 GLenum tracking_parm; /* Which source is tracking current colour */
1200 GLenum untracked_materials[2];
1201 UINT blit_w, blit_h;
1202 enum fogsource fog_source;
1204 char *vshader_const_dirty, *pshader_const_dirty;
1206 /* The actual opengl context */
1207 HGLRC glCtx;
1208 HWND win_handle;
1209 HDC hdc;
1210 HPBUFFERARB pbuffer;
1211 GLint aux_buffers;
1213 /* FBOs */
1214 UINT fbo_entry_count;
1215 struct list fbo_list;
1216 struct fbo_entry *current_fbo;
1217 GLuint src_fbo;
1218 GLuint dst_fbo;
1219 GLuint fbo_read_binding;
1220 GLuint fbo_draw_binding;
1222 /* Queries */
1223 GLuint *free_occlusion_queries;
1224 UINT free_occlusion_query_size;
1225 UINT free_occlusion_query_count;
1226 struct list occlusion_queries;
1228 GLuint *free_event_queries;
1229 UINT free_event_query_size;
1230 UINT free_event_query_count;
1231 struct list event_queries;
1233 /* Extension emulation */
1234 GLint gl_fog_source;
1235 GLfloat fog_coord_value;
1236 GLfloat color[4], fogstart, fogend, fogcolor[4];
1237 GLuint dummy_arbfp_prog;
1240 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1242 struct StateEntry
1244 DWORD representative;
1245 APPLYSTATEFUNC apply;
1248 struct StateEntryTemplate
1250 DWORD state;
1251 struct StateEntry content;
1252 GL_SupportedExt extension;
1255 struct fragment_caps
1257 DWORD PrimitiveMiscCaps;
1258 DWORD TextureOpCaps;
1259 DWORD MaxTextureBlendStages;
1260 DWORD MaxSimultaneousTextures;
1263 struct fragment_pipeline
1265 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1266 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1267 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1268 void (*free_private)(IWineD3DDevice *iface);
1269 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1270 const struct StateEntryTemplate *states;
1271 BOOL ffp_proj_control;
1274 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1275 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1276 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1277 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1278 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1279 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1280 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1282 /* "Base" state table */
1283 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1284 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1285 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1287 /* Shaders for color conversions in blits */
1288 struct blit_shader
1290 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1291 void (*free_private)(IWineD3DDevice *iface);
1292 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1293 GLenum textype, UINT width, UINT height);
1294 void (*unset_shader)(IWineD3DDevice *iface);
1295 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1298 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1299 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1301 typedef enum ContextUsage {
1302 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1303 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1304 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1305 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1306 } ContextUsage;
1308 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This,
1309 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1310 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1311 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) DECLSPEC_HIDDEN;
1312 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1313 void context_alloc_event_query(struct wined3d_context *context,
1314 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1315 void context_alloc_occlusion_query(struct wined3d_context *context,
1316 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1317 void context_resource_released(IWineD3DDevice *iface,
1318 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1319 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1320 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1321 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1322 void context_attach_surface_fbo(const struct wined3d_context *context,
1323 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1324 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1325 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1326 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1327 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1328 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1329 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1331 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1332 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1334 /* Macros for doing basic GPU detection based on opengl capabilities */
1335 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1336 #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])
1337 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1338 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1340 /* Default callbacks for implicit object destruction */
1341 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface) DECLSPEC_HIDDEN;
1343 /*****************************************************************************
1344 * Internal representation of a light
1346 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1347 struct PLIGHTINFOEL {
1348 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1349 DWORD OriginalIndex;
1350 LONG glIndex;
1351 BOOL changed;
1352 BOOL enabledChanged;
1353 BOOL enabled;
1355 /* Converted parms to speed up swapping lights */
1356 float lightPosn[4];
1357 float lightDirn[4];
1358 float exponent;
1359 float cutoff;
1361 struct list entry;
1364 /* The default light parameters */
1365 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1367 typedef struct WineD3D_PixelFormat
1369 int iPixelFormat; /* WGL pixel format */
1370 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1371 int redSize, greenSize, blueSize, alphaSize;
1372 int depthSize, stencilSize;
1373 BOOL windowDrawable;
1374 BOOL pbufferDrawable;
1375 BOOL doubleBuffer;
1376 int auxBuffers;
1377 int numSamples;
1378 } WineD3D_PixelFormat;
1380 /* The adapter structure */
1381 struct WineD3DAdapter
1383 UINT num;
1384 BOOL opengl;
1385 POINT monitorPoint;
1386 struct wined3d_gl_info gl_info;
1387 const char *driver;
1388 const char *description;
1389 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1390 int nCfgs;
1391 WineD3D_PixelFormat *cfgs;
1392 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1393 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1394 unsigned int UsedTextureRam;
1397 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1398 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1399 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1400 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1402 /*****************************************************************************
1403 * High order patch management
1405 struct WineD3DRectPatch
1407 UINT Handle;
1408 float *mem;
1409 WineDirect3DVertexStridedData strided;
1410 WINED3DRECTPATCH_INFO RectPatchInfo;
1411 float numSegs[4];
1412 char has_normals, has_texcoords;
1413 struct list entry;
1416 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1418 enum projection_types
1420 proj_none = 0,
1421 proj_count3 = 1,
1422 proj_count4 = 2
1425 enum dst_arg
1427 resultreg = 0,
1428 tempreg = 1
1431 /*****************************************************************************
1432 * Fixed function pipeline replacements
1434 #define ARG_UNUSED 0xff
1435 struct texture_stage_op
1437 unsigned cop : 8;
1438 unsigned carg1 : 8;
1439 unsigned carg2 : 8;
1440 unsigned carg0 : 8;
1442 unsigned aop : 8;
1443 unsigned aarg1 : 8;
1444 unsigned aarg2 : 8;
1445 unsigned aarg0 : 8;
1447 struct color_fixup_desc color_fixup;
1448 unsigned tex_type : 3;
1449 unsigned dst : 1;
1450 unsigned projected : 2;
1451 unsigned padding : 10;
1454 struct ffp_frag_settings {
1455 struct texture_stage_op op[MAX_TEXTURES];
1456 enum fogmode fog;
1457 /* Use shorts instead of chars to get dword alignment */
1458 unsigned short sRGB_write;
1459 unsigned short emul_clipplanes;
1462 struct ffp_frag_desc
1464 struct wine_rb_entry entry;
1465 struct ffp_frag_settings settings;
1468 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1469 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1471 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1472 BOOL ignore_textype) DECLSPEC_HIDDEN;
1473 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1474 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1475 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1477 /*****************************************************************************
1478 * IWineD3D implementation structure
1480 typedef struct IWineD3DImpl
1482 /* IUnknown fields */
1483 const IWineD3DVtbl *lpVtbl;
1484 LONG ref; /* Note: Ref counting not required */
1486 /* WineD3D Information */
1487 IUnknown *parent;
1488 UINT dxVersion;
1490 UINT adapter_count;
1491 struct WineD3DAdapter adapters[1];
1492 } IWineD3DImpl;
1494 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1496 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1498 /* A helper function that dumps a resource list */
1499 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1501 /*****************************************************************************
1502 * IWineD3DDevice implementation structure
1504 #define WINED3D_UNMAPPED_STAGE ~0U
1506 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1507 #define WINED3DCREATE_MULTITHREADED 0x00000004
1509 struct IWineD3DDeviceImpl
1511 /* IUnknown fields */
1512 const IWineD3DDeviceVtbl *lpVtbl;
1513 LONG ref; /* Note: Ref counting not required */
1515 /* WineD3D Information */
1516 IUnknown *parent;
1517 IWineD3DDeviceParent *device_parent;
1518 IWineD3D *wineD3D;
1519 struct WineD3DAdapter *adapter;
1521 /* Window styles to restore when switching fullscreen mode */
1522 LONG style;
1523 LONG exStyle;
1525 /* X and GL Information */
1526 GLint maxConcurrentLights;
1527 GLenum offscreenBuffer;
1529 /* Selected capabilities */
1530 int vs_selected_mode;
1531 int ps_selected_mode;
1532 const shader_backend_t *shader_backend;
1533 void *shader_priv;
1534 void *fragment_priv;
1535 void *blit_priv;
1536 struct StateEntry StateTable[STATE_HIGHEST + 1];
1537 /* Array of functions for states which are handled by more than one pipeline part */
1538 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1539 const struct fragment_pipeline *frag_pipe;
1540 const struct blit_shader *blitter;
1542 unsigned int max_ffp_textures, max_ffp_texture_stages;
1543 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1544 DWORD vs_clipping;
1546 WORD view_ident : 1; /* true iff view matrix is identity */
1547 WORD untransformed : 1;
1548 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1549 WORD isRecordingState : 1;
1550 WORD isInDraw : 1;
1551 WORD bCursorVisible : 1;
1552 WORD haveHardwareCursor : 1;
1553 WORD d3d_initialized : 1;
1554 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1555 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1556 WORD useDrawStridedSlow : 1;
1557 WORD instancedDraw : 1;
1558 WORD padding : 4;
1560 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1562 #define DDRAW_PITCH_ALIGNMENT 8
1563 #define D3D8_PITCH_ALIGNMENT 4
1564 unsigned char surface_alignment; /* Line Alignment of surfaces */
1566 /* State block related */
1567 IWineD3DStateBlockImpl *stateBlock;
1568 IWineD3DStateBlockImpl *updateStateBlock;
1570 /* Internal use fields */
1571 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1572 UINT adapterNo;
1573 WINED3DDEVTYPE devType;
1575 IWineD3DSwapChain **swapchains;
1576 UINT NumberOfSwapChains;
1578 struct list resources; /* a linked list to track resources created by the device */
1579 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1580 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1582 /* Render Target Support */
1583 IWineD3DSurface **render_targets;
1584 IWineD3DSurface *auto_depth_stencil_buffer;
1585 IWineD3DSurface *stencilBufferTarget;
1587 /* palettes texture management */
1588 UINT NumberOfPalettes;
1589 PALETTEENTRY **palettes;
1590 UINT currentPalette;
1591 UINT paletteConversionShader;
1593 /* For rendering to a texture using glCopyTexImage */
1594 GLenum *draw_buffers;
1595 GLuint depth_blt_texture;
1596 GLuint depth_blt_rb;
1597 UINT depth_blt_rb_w;
1598 UINT depth_blt_rb_h;
1600 /* Cursor management */
1601 UINT xHotSpot;
1602 UINT yHotSpot;
1603 UINT xScreenSpace;
1604 UINT yScreenSpace;
1605 UINT cursorWidth, cursorHeight;
1606 GLuint cursorTexture;
1607 HCURSOR hardwareCursor;
1609 /* The Wine logo surface */
1610 IWineD3DSurface *logo_surface;
1612 /* Textures for when no other textures are mapped */
1613 UINT dummyTextureName[MAX_TEXTURES];
1615 /* Device state management */
1616 HRESULT state;
1618 /* DirectDraw stuff */
1619 DWORD ddraw_width, ddraw_height;
1620 WINED3DFORMAT ddraw_format;
1622 /* Final position fixup constant */
1623 float posFixup[4];
1625 /* With register combiners we can skip junk texture stages */
1626 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1627 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1629 /* Stream source management */
1630 struct wined3d_stream_info strided_streams;
1631 const WineDirect3DVertexStridedData *up_strided;
1633 /* Context management */
1634 struct wined3d_context **contexts;
1635 UINT numContexts;
1636 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1637 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1639 /* High level patch management */
1640 #define PATCHMAP_SIZE 43
1641 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1642 struct list patches[PATCHMAP_SIZE];
1643 struct WineD3DRectPatch *currentPatch;
1646 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl DECLSPEC_HIDDEN;
1648 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1649 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1650 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1651 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1652 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1653 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1654 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1655 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1656 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1657 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1658 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1660 DWORD idx = state >> 5;
1661 BYTE shift = state & 0x1f;
1662 return context->isStateDirty[idx] & (1 << shift);
1665 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1666 typedef struct PrivateData
1668 struct list entry;
1670 GUID tag;
1671 DWORD flags; /* DDSPD_* */
1673 union
1675 LPVOID data;
1676 LPUNKNOWN object;
1677 } ptr;
1679 DWORD size;
1680 } PrivateData;
1682 /*****************************************************************************
1683 * IWineD3DResource implementation structure
1685 typedef struct IWineD3DResourceClass
1687 /* IUnknown fields */
1688 LONG ref; /* Note: Ref counting not required */
1690 /* WineD3DResource Information */
1691 IUnknown *parent;
1692 WINED3DRESOURCETYPE resourceType;
1693 IWineD3DDeviceImpl *wineD3DDevice;
1694 WINED3DPOOL pool;
1695 UINT size;
1696 DWORD usage;
1697 const struct GlPixelFormatDesc *format_desc;
1698 DWORD priority;
1699 BYTE *allocatedMemory; /* Pointer to the real data location */
1700 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1701 struct list privateData;
1702 struct list resource_list_entry;
1703 const struct wined3d_parent_ops *parent_ops;
1704 } IWineD3DResourceClass;
1706 typedef struct IWineD3DResourceImpl
1708 /* IUnknown & WineD3DResource Information */
1709 const IWineD3DResourceVtbl *lpVtbl;
1710 IWineD3DResourceClass resource;
1711 } IWineD3DResourceImpl;
1713 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1714 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1715 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN;
1716 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1717 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1718 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1719 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1720 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1721 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1722 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1723 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1724 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1725 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1726 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1728 /* Tests show that the start address of resources is 32 byte aligned */
1729 #define RESOURCE_ALIGNMENT 32
1731 /*****************************************************************************
1732 * IWineD3DBaseTexture D3D- > openGL state map lookups
1735 typedef enum winetexturestates {
1736 WINED3DTEXSTA_ADDRESSU = 0,
1737 WINED3DTEXSTA_ADDRESSV = 1,
1738 WINED3DTEXSTA_ADDRESSW = 2,
1739 WINED3DTEXSTA_BORDERCOLOR = 3,
1740 WINED3DTEXSTA_MAGFILTER = 4,
1741 WINED3DTEXSTA_MINFILTER = 5,
1742 WINED3DTEXSTA_MIPFILTER = 6,
1743 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1744 WINED3DTEXSTA_MAXANISOTROPY = 8,
1745 WINED3DTEXSTA_SRGBTEXTURE = 9,
1746 WINED3DTEXSTA_ELEMENTINDEX = 10,
1747 WINED3DTEXSTA_DMAPOFFSET = 11,
1748 WINED3DTEXSTA_TSSADDRESSW = 12,
1749 MAX_WINETEXTURESTATES = 13,
1750 } winetexturestates;
1752 enum WINED3DSRGB
1754 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1755 SRGB_RGB = 1, /* Loads the rgb texture */
1756 SRGB_SRGB = 2, /* Loads the srgb texture */
1757 SRGB_BOTH = 3, /* Loads both textures */
1760 struct gl_texture
1762 DWORD states[MAX_WINETEXTURESTATES];
1763 BOOL dirty;
1764 GLuint name;
1767 /*****************************************************************************
1768 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1770 typedef struct IWineD3DBaseTextureClass
1772 struct gl_texture texture_rgb, texture_srgb;
1773 UINT levels;
1774 float pow2Matrix[16];
1775 UINT LOD;
1776 WINED3DTEXTUREFILTERTYPE filterType;
1777 LONG bindCount;
1778 DWORD sampler;
1779 BOOL is_srgb;
1780 BOOL pow2Matrix_identity;
1781 const struct min_lookup *minMipLookup;
1782 const GLenum *magLookup;
1783 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1784 } IWineD3DBaseTextureClass;
1786 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1788 typedef struct IWineD3DBaseTextureImpl
1790 /* IUnknown & WineD3DResource Information */
1791 const IWineD3DBaseTextureVtbl *lpVtbl;
1792 IWineD3DResourceClass resource;
1793 IWineD3DBaseTextureClass baseTexture;
1795 } IWineD3DBaseTextureImpl;
1797 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1798 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1799 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1800 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1801 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1802 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1803 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1804 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1805 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1806 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1807 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1808 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1809 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1810 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1811 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1812 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1813 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1814 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1816 /*****************************************************************************
1817 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1819 typedef struct IWineD3DTextureImpl
1821 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1822 const IWineD3DTextureVtbl *lpVtbl;
1823 IWineD3DResourceClass resource;
1824 IWineD3DBaseTextureClass baseTexture;
1826 /* IWineD3DTexture */
1827 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1828 UINT target;
1829 BOOL cond_np2;
1831 } IWineD3DTextureImpl;
1833 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1834 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1835 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1837 /*****************************************************************************
1838 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1840 typedef struct IWineD3DCubeTextureImpl
1842 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1843 const IWineD3DCubeTextureVtbl *lpVtbl;
1844 IWineD3DResourceClass resource;
1845 IWineD3DBaseTextureClass baseTexture;
1847 /* IWineD3DCubeTexture */
1848 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1849 } IWineD3DCubeTextureImpl;
1851 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1852 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1853 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1855 typedef struct _WINED3DVOLUMET_DESC
1857 UINT Width;
1858 UINT Height;
1859 UINT Depth;
1860 } WINED3DVOLUMET_DESC;
1862 /*****************************************************************************
1863 * IWineD3DVolume implementation structure (extends IUnknown)
1865 typedef struct IWineD3DVolumeImpl
1867 /* IUnknown & WineD3DResource fields */
1868 const IWineD3DVolumeVtbl *lpVtbl;
1869 IWineD3DResourceClass resource;
1871 /* WineD3DVolume Information */
1872 WINED3DVOLUMET_DESC currentDesc;
1873 IWineD3DBase *container;
1874 BOOL lockable;
1875 BOOL locked;
1876 WINED3DBOX lockedBox;
1877 WINED3DBOX dirtyBox;
1878 BOOL dirty;
1879 } IWineD3DVolumeImpl;
1881 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1882 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1883 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1884 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1886 /*****************************************************************************
1887 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1889 typedef struct IWineD3DVolumeTextureImpl
1891 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1892 const IWineD3DVolumeTextureVtbl *lpVtbl;
1893 IWineD3DResourceClass resource;
1894 IWineD3DBaseTextureClass baseTexture;
1896 /* IWineD3DVolumeTexture */
1897 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1898 } IWineD3DVolumeTextureImpl;
1900 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1901 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1902 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1904 typedef struct _WINED3DSURFACET_DESC
1906 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1907 DWORD MultiSampleQuality;
1908 UINT Width;
1909 UINT Height;
1910 } WINED3DSURFACET_DESC;
1912 /*****************************************************************************
1913 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1915 typedef struct wineD3DSurface_DIB {
1916 HBITMAP DIBsection;
1917 void* bitmap_data;
1918 UINT bitmap_size;
1919 HGDIOBJ holdbitmap;
1920 BOOL client_memory;
1921 } wineD3DSurface_DIB;
1923 typedef struct {
1924 struct list entry;
1925 GLuint id;
1926 UINT width;
1927 UINT height;
1928 } renderbuffer_entry_t;
1930 struct fbo_entry
1932 struct list entry;
1933 IWineD3DSurface **render_targets;
1934 IWineD3DSurface *depth_stencil;
1935 BOOL attached;
1936 GLuint id;
1939 /*****************************************************************************
1940 * IWineD3DClipp implementation structure
1942 typedef struct IWineD3DClipperImpl
1944 const IWineD3DClipperVtbl *lpVtbl;
1945 LONG ref;
1947 IUnknown *Parent;
1948 HWND hWnd;
1949 } IWineD3DClipperImpl;
1952 /*****************************************************************************
1953 * IWineD3DSurface implementation structure
1955 struct IWineD3DSurfaceImpl
1957 /* IUnknown & IWineD3DResource Information */
1958 const IWineD3DSurfaceVtbl *lpVtbl;
1959 IWineD3DResourceClass resource;
1961 /* IWineD3DSurface fields */
1962 IWineD3DBase *container;
1963 WINED3DSURFACET_DESC currentDesc;
1964 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1965 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1967 /* TODO: move this off into a management class(maybe!) */
1968 DWORD Flags;
1970 UINT pow2Width;
1971 UINT pow2Height;
1973 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1974 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1976 /* Oversized texture */
1977 RECT glRect;
1979 /* PBO */
1980 GLuint pbo;
1981 GLuint texture_name;
1982 GLuint texture_name_srgb;
1983 GLint texture_level;
1984 GLenum texture_target;
1986 RECT lockedRect;
1987 RECT dirtyRect;
1988 int lockCount;
1989 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1991 /* For GetDC */
1992 wineD3DSurface_DIB dib;
1993 HDC hDC;
1995 /* Color keys for DDraw */
1996 WINEDDCOLORKEY DestBltCKey;
1997 WINEDDCOLORKEY DestOverlayCKey;
1998 WINEDDCOLORKEY SrcOverlayCKey;
1999 WINEDDCOLORKEY SrcBltCKey;
2000 DWORD CKeyFlags;
2002 WINEDDCOLORKEY glCKey;
2004 struct list renderbuffers;
2005 renderbuffer_entry_t *current_renderbuffer;
2007 /* DirectDraw clippers */
2008 IWineD3DClipper *clipper;
2010 /* DirectDraw Overlay handling */
2011 RECT overlay_srcrect;
2012 RECT overlay_destrect;
2013 IWineD3DSurfaceImpl *overlay_dest;
2014 struct list overlays;
2015 struct list overlay_entry;
2018 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2019 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2021 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
2022 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2023 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2024 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2025 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2026 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2027 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2029 /* Predeclare the shared Surface functions */
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2031 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2032 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) DECLSPEC_HIDDEN;
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2036 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2038 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2040 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2041 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2042 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2044 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2047 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2051 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2052 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2053 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2054 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2055 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2056 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2057 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2058 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2059 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2060 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2061 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2062 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2063 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2064 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2065 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2066 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2067 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2068 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2069 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2070 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2071 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2072 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2073 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2074 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2076 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2077 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2078 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2079 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2081 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2083 /* Surface flags: */
2084 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2085 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2086 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2087 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2088 #define SFLAG_DISCARD 0x00000010 /* ??? */
2089 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2090 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2091 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2092 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2093 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2094 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2095 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2096 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2097 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2098 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2099 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2100 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2101 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2102 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2103 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2104 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2105 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2106 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2107 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2108 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2110 /* In some conditions the surface memory must not be freed:
2111 * SFLAG_OVERSIZE: Not all data can be kept in GL
2112 * SFLAG_CONVERTED: Converting the data back would take too long
2113 * SFLAG_DIBSECTION: The dib code manages the memory
2114 * SFLAG_LOCKED: The app requires access to the surface data
2115 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2116 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2117 * SFLAG_CLIENT: OpenGL uses our memory as backup
2119 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2120 SFLAG_CONVERTED | \
2121 SFLAG_DIBSECTION | \
2122 SFLAG_LOCKED | \
2123 SFLAG_DYNLOCK | \
2124 SFLAG_USERPTR | \
2125 SFLAG_PBO | \
2126 SFLAG_CLIENT)
2128 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2129 SFLAG_INTEXTURE | \
2130 SFLAG_INDRAWABLE | \
2131 SFLAG_INSRGBTEX)
2133 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2134 SFLAG_DS_OFFSCREEN)
2135 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2137 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2139 typedef enum {
2140 NO_CONVERSION,
2141 CONVERT_PALETTED,
2142 CONVERT_PALETTED_CK,
2143 CONVERT_CK_565,
2144 CONVERT_CK_5551,
2145 CONVERT_CK_4444,
2146 CONVERT_CK_4444_ARGB,
2147 CONVERT_CK_1555,
2148 CONVERT_555,
2149 CONVERT_CK_RGB24,
2150 CONVERT_CK_8888,
2151 CONVERT_CK_8888_ARGB,
2152 CONVERT_RGB32_888,
2153 CONVERT_V8U8,
2154 CONVERT_L6V5U5,
2155 CONVERT_X8L8V8U8,
2156 CONVERT_Q8W8V8U8,
2157 CONVERT_V16U16,
2158 CONVERT_A4L4,
2159 CONVERT_G16R16,
2160 CONVERT_R16G16F,
2161 CONVERT_R32G32F,
2162 CONVERT_D15S1,
2163 CONVERT_D24X4S4,
2164 CONVERT_D24FS8,
2165 } CONVERT_TYPES;
2167 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2168 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2170 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2172 /*****************************************************************************
2173 * IWineD3DVertexDeclaration implementation structure
2175 #define MAX_ATTRIBS 16
2177 struct wined3d_vertex_declaration_element
2179 const struct GlPixelFormatDesc *format_desc;
2180 BOOL ffp_valid;
2181 WORD input_slot;
2182 WORD offset;
2183 UINT output_slot;
2184 BYTE method;
2185 BYTE usage;
2186 BYTE usage_idx;
2189 typedef struct IWineD3DVertexDeclarationImpl {
2190 /* IUnknown Information */
2191 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2192 LONG ref;
2194 IUnknown *parent;
2195 const struct wined3d_parent_ops *parent_ops;
2196 IWineD3DDeviceImpl *wineD3DDevice;
2198 struct wined3d_vertex_declaration_element *elements;
2199 UINT element_count;
2201 DWORD streams[MAX_STREAMS];
2202 UINT num_streams;
2203 BOOL position_transformed;
2204 BOOL half_float_conv_needed;
2205 } IWineD3DVertexDeclarationImpl;
2207 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2208 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2209 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2211 /*****************************************************************************
2212 * IWineD3DStateBlock implementation structure
2215 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2216 /* Note: Very long winded but gl Lists are not flexible enough */
2217 /* to resolve everything we need, so doing it manually for now */
2218 typedef struct SAVEDSTATES {
2219 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2220 WORD streamSource; /* MAX_STREAMS, 16 */
2221 WORD streamFreq; /* MAX_STREAMS, 16 */
2222 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2223 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2224 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2225 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2226 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2227 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2228 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2229 BOOL *pixelShaderConstantsF;
2230 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2231 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2232 BOOL *vertexShaderConstantsF;
2233 WORD primitive_type : 1;
2234 WORD indices : 1;
2235 WORD material : 1;
2236 WORD viewport : 1;
2237 WORD vertexDecl : 1;
2238 WORD pixelShader : 1;
2239 WORD vertexShader : 1;
2240 WORD scissorRect : 1;
2241 WORD padding : 1;
2242 } SAVEDSTATES;
2244 struct StageState {
2245 DWORD stage;
2246 DWORD state;
2249 struct IWineD3DStateBlockImpl
2251 /* IUnknown fields */
2252 const IWineD3DStateBlockVtbl *lpVtbl;
2253 LONG ref; /* Note: Ref counting not required */
2255 /* IWineD3DStateBlock information */
2256 IUnknown *parent;
2257 IWineD3DDeviceImpl *wineD3DDevice;
2258 WINED3DSTATEBLOCKTYPE blockType;
2260 /* Array indicating whether things have been set or changed */
2261 SAVEDSTATES changed;
2263 /* Vertex Shader Declaration */
2264 IWineD3DVertexDeclaration *vertexDecl;
2266 IWineD3DVertexShader *vertexShader;
2268 /* Vertex Shader Constants */
2269 BOOL vertexShaderConstantB[MAX_CONST_B];
2270 INT vertexShaderConstantI[MAX_CONST_I * 4];
2271 float *vertexShaderConstantF;
2273 /* primitive type */
2274 GLenum gl_primitive_type;
2276 /* Stream Source */
2277 BOOL streamIsUP;
2278 UINT streamStride[MAX_STREAMS];
2279 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2280 IWineD3DBuffer *streamSource[MAX_STREAMS];
2281 UINT streamFreq[MAX_STREAMS + 1];
2282 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2284 /* Indices */
2285 IWineD3DBuffer* pIndexData;
2286 WINED3DFORMAT IndexFmt;
2287 INT baseVertexIndex;
2288 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2290 /* Transform */
2291 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2293 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2294 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2295 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2296 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2297 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2299 /* Clipping */
2300 double clipplane[MAX_CLIPPLANES][4];
2301 WINED3DCLIPSTATUS clip_status;
2303 /* ViewPort */
2304 WINED3DVIEWPORT viewport;
2306 /* Material */
2307 WINED3DMATERIAL material;
2309 /* Pixel Shader */
2310 IWineD3DPixelShader *pixelShader;
2312 /* Pixel Shader Constants */
2313 BOOL pixelShaderConstantB[MAX_CONST_B];
2314 INT pixelShaderConstantI[MAX_CONST_I * 4];
2315 float *pixelShaderConstantF;
2317 /* RenderState */
2318 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2320 /* Texture */
2321 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2323 /* Texture State Stage */
2324 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2325 DWORD lowest_disabled_stage;
2326 /* Sampler States */
2327 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2329 /* Scissor test rectangle */
2330 RECT scissorRect;
2332 /* Contained state management */
2333 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2334 unsigned int num_contained_render_states;
2335 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2336 unsigned int num_contained_transform_states;
2337 DWORD contained_vs_consts_i[MAX_CONST_I];
2338 unsigned int num_contained_vs_consts_i;
2339 DWORD contained_vs_consts_b[MAX_CONST_B];
2340 unsigned int num_contained_vs_consts_b;
2341 DWORD *contained_vs_consts_f;
2342 unsigned int num_contained_vs_consts_f;
2343 DWORD contained_ps_consts_i[MAX_CONST_I];
2344 unsigned int num_contained_ps_consts_i;
2345 DWORD contained_ps_consts_b[MAX_CONST_B];
2346 unsigned int num_contained_ps_consts_b;
2347 DWORD *contained_ps_consts_f;
2348 unsigned int num_contained_ps_consts_f;
2349 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2350 unsigned int num_contained_tss_states;
2351 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2352 unsigned int num_contained_sampler_states;
2355 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
2356 WINED3DSTATEBLOCKTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2358 /* Direct3D terminology with little modifications. We do not have an issued state
2359 * because only the driver knows about it, but we have a created state because d3d
2360 * allows GetData on a created issue, but opengl doesn't
2362 enum query_state {
2363 QUERY_CREATED,
2364 QUERY_SIGNALLED,
2365 QUERY_BUILDING
2367 /*****************************************************************************
2368 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2370 typedef struct IWineD3DQueryImpl
2372 const IWineD3DQueryVtbl *lpVtbl;
2373 LONG ref; /* Note: Ref counting not required */
2375 IUnknown *parent;
2376 /*TODO: replace with iface usage */
2377 #if 0
2378 IWineD3DDevice *wineD3DDevice;
2379 #else
2380 IWineD3DDeviceImpl *wineD3DDevice;
2381 #endif
2383 /* IWineD3DQuery fields */
2384 enum query_state state;
2385 WINED3DQUERYTYPE type;
2386 /* TODO: Think about using a IUnknown instead of a void* */
2387 void *extendedData;
2388 } IWineD3DQueryImpl;
2390 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2391 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2392 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2394 /* IWineD3DBuffer */
2396 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2397 * fixed function semantics as D3DCOLOR or FLOAT16 */
2398 enum wined3d_buffer_conversion_type
2400 CONV_NONE,
2401 CONV_D3DCOLOR,
2402 CONV_POSITIONT,
2403 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2406 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2407 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2408 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2409 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2410 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2412 struct wined3d_buffer
2414 const struct IWineD3DBufferVtbl *vtbl;
2415 IWineD3DResourceClass resource;
2417 struct wined3d_buffer_desc desc;
2419 GLuint buffer_object;
2420 GLenum buffer_object_usage;
2421 GLenum buffer_type_hint;
2422 UINT buffer_object_size;
2423 LONG bind_count;
2424 DWORD flags;
2426 UINT dirty_start;
2427 UINT dirty_end;
2428 LONG lock_count;
2430 /* conversion stuff */
2431 UINT conversion_count;
2432 UINT draw_count;
2433 UINT stride; /* 0 if no conversion */
2434 UINT conversion_stride; /* 0 if no shifted conversion */
2435 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2436 /* Extra load offsets, for FLOAT16 conversion */
2437 UINT *conversion_shift; /* NULL if no shifted conversion */
2440 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2441 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2442 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2443 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2444 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2446 /* IWineD3DRendertargetView */
2447 struct wined3d_rendertarget_view
2449 const struct IWineD3DRendertargetViewVtbl *vtbl;
2450 LONG refcount;
2452 IWineD3DResource *resource;
2453 IUnknown *parent;
2456 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2458 /*****************************************************************************
2459 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2462 typedef struct IWineD3DSwapChainImpl
2464 /*IUnknown part*/
2465 const IWineD3DSwapChainVtbl *lpVtbl;
2466 LONG ref; /* Note: Ref counting not required */
2468 IUnknown *parent;
2469 IWineD3DDeviceImpl *wineD3DDevice;
2471 /* IWineD3DSwapChain fields */
2472 IWineD3DSurface **backBuffer;
2473 IWineD3DSurface *frontBuffer;
2474 WINED3DPRESENT_PARAMETERS presentParms;
2475 DWORD orig_width, orig_height;
2476 WINED3DFORMAT orig_fmt;
2477 WINED3DGAMMARAMP orig_gamma;
2479 long prev_time, frames; /* Performance tracking */
2480 unsigned int vSyncCounter;
2482 struct wined3d_context **context;
2483 unsigned int num_contexts;
2485 HWND win_handle;
2486 } IWineD3DSwapChainImpl;
2488 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl DECLSPEC_HIDDEN;
2489 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2490 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2492 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2493 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2494 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2495 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2496 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2497 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2498 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2499 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2500 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2501 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2502 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2503 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2504 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2505 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2506 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2507 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2508 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2509 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2510 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2511 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2512 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2514 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2516 #define DEFAULT_REFRESH_RATE 0
2518 /*****************************************************************************
2519 * Utility function prototypes
2522 /* Trace routines */
2523 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2524 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2525 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2526 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2527 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2528 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2529 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2530 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2531 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2532 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2533 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2534 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2535 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2536 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2537 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2538 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2539 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2540 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2541 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2542 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2543 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2545 /* Routines for GL <-> D3D values */
2546 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2547 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2548 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2549 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2550 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2551 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2552 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2553 BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2554 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2555 struct wined3d_context *context) DECLSPEC_HIDDEN;
2556 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2557 struct wined3d_context *context) DECLSPEC_HIDDEN;
2558 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2559 struct wined3d_context *context) DECLSPEC_HIDDEN;
2560 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2561 struct wined3d_context *context) DECLSPEC_HIDDEN;
2562 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2563 struct wined3d_context *context) DECLSPEC_HIDDEN;
2564 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2565 struct wined3d_context *context) DECLSPEC_HIDDEN;
2566 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2567 struct wined3d_context *context) DECLSPEC_HIDDEN;
2568 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2569 struct wined3d_context *context) DECLSPEC_HIDDEN;
2571 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2572 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
2573 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2574 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2575 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2576 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2577 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2578 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2580 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2581 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2582 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2583 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2585 /* Math utils */
2586 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2587 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2588 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2590 typedef struct local_constant {
2591 struct list entry;
2592 unsigned int idx;
2593 DWORD value[4];
2594 } local_constant;
2596 typedef struct SHADER_LIMITS {
2597 unsigned int temporary;
2598 unsigned int texcoord;
2599 unsigned int sampler;
2600 unsigned int constant_int;
2601 unsigned int constant_float;
2602 unsigned int constant_bool;
2603 unsigned int address;
2604 unsigned int packed_output;
2605 unsigned int packed_input;
2606 unsigned int attributes;
2607 unsigned int label;
2608 } SHADER_LIMITS;
2610 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2611 * maintain state information between multiple codes */
2612 typedef struct SHADER_PARSE_STATE {
2613 unsigned int current_row;
2614 DWORD texcoord_w[2];
2615 } SHADER_PARSE_STATE;
2617 #ifdef __GNUC__
2618 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2619 #else
2620 #define PRINTF_ATTR(fmt,args)
2621 #endif
2623 /* Base Shader utility functions. */
2624 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2625 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2627 /* Vertex shader utility functions */
2628 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2629 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2631 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2633 /*****************************************************************************
2634 * IDirect3DBaseShader implementation structure
2636 typedef struct IWineD3DBaseShaderClass
2638 LONG ref;
2639 SHADER_LIMITS limits;
2640 SHADER_PARSE_STATE parse_state;
2641 DWORD *function;
2642 UINT functionLength;
2643 UINT cur_loop_depth, cur_loop_regno;
2644 BOOL load_local_constsF;
2645 const struct wined3d_shader_frontend *frontend;
2646 void *frontend_data;
2647 void *backend_data;
2649 IUnknown *parent;
2650 const struct wined3d_parent_ops *parent_ops;
2652 /* Programs this shader is linked with */
2653 struct list linked_programs;
2655 /* Immediate constants (override global ones) */
2656 struct list constantsB;
2657 struct list constantsF;
2658 struct list constantsI;
2659 shader_reg_maps reg_maps;
2661 /* Pointer to the parent device */
2662 IWineD3DDevice *device;
2663 struct list shader_list_entry;
2665 } IWineD3DBaseShaderClass;
2667 typedef struct IWineD3DBaseShaderImpl {
2668 /* IUnknown */
2669 const IWineD3DBaseShaderVtbl *lpVtbl;
2671 /* IWineD3DBaseShader */
2672 IWineD3DBaseShaderClass baseShader;
2673 } IWineD3DBaseShaderImpl;
2675 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2676 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2677 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2678 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2679 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2680 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2681 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2682 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2683 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2684 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2685 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2686 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2687 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2688 struct wined3d_shader_signature_element *input_signature,
2689 struct wined3d_shader_signature_element *output_signature,
2690 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2691 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2692 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2693 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2694 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2695 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2697 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2699 return type == WINED3D_SHADER_TYPE_PIXEL;
2702 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2704 return type == WINED3D_SHADER_TYPE_VERTEX;
2707 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2709 switch (reg->type)
2711 case WINED3DSPR_RASTOUT:
2712 /* oFog & oPts */
2713 if (reg->idx != 0) return TRUE;
2714 /* oPos */
2715 return FALSE;
2717 case WINED3DSPR_DEPTHOUT: /* oDepth */
2718 case WINED3DSPR_CONSTBOOL: /* b# */
2719 case WINED3DSPR_LOOP: /* aL */
2720 case WINED3DSPR_PREDICATE: /* p0 */
2721 return TRUE;
2723 case WINED3DSPR_MISCTYPE:
2724 switch(reg->idx)
2726 case 0: /* vPos */
2727 return FALSE;
2728 case 1: /* vFace */
2729 return TRUE;
2730 default:
2731 return FALSE;
2734 case WINED3DSPR_IMMCONST:
2735 switch(reg->immconst_type)
2737 case WINED3D_IMMCONST_FLOAT:
2738 return TRUE;
2739 default:
2740 return FALSE;
2743 default:
2744 return FALSE;
2748 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2749 local_constant* lconst;
2751 if(This->baseShader.load_local_constsF) return FALSE;
2752 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2753 if(lconst->idx == reg) return TRUE;
2755 return FALSE;
2759 /*****************************************************************************
2760 * IDirect3DVertexShader implementation structures
2762 typedef struct IWineD3DVertexShaderImpl {
2763 /* IUnknown parts */
2764 const IWineD3DVertexShaderVtbl *lpVtbl;
2766 /* IWineD3DBaseShader */
2767 IWineD3DBaseShaderClass baseShader;
2769 /* Vertex shader input and output semantics */
2770 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2771 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2773 UINT min_rel_offset, max_rel_offset;
2774 UINT rel_offset;
2775 } IWineD3DVertexShaderImpl;
2777 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2778 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2779 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2780 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2781 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2783 /*****************************************************************************
2784 * IDirect3DPixelShader implementation structure
2787 /* Using additional shader constants (uniforms in GLSL / program environment
2788 * or local parameters in ARB) is costly:
2789 * ARB only knows float4 parameters and GLSL compiler are not really smart
2790 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2791 * (in fact most compilers map a float2 to a full float4 uniform).
2793 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2794 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2795 * into a single shader constant (uniform / program parameter).
2797 * This structure is shared between the GLSL and the ARB backend.*/
2798 struct ps_np2fixup_info {
2799 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2800 WORD active; /* bitfield indicating if we can apply the fixup */
2801 WORD num_consts;
2804 typedef struct IWineD3DPixelShaderImpl {
2805 /* IUnknown parts */
2806 const IWineD3DPixelShaderVtbl *lpVtbl;
2808 /* IWineD3DBaseShader */
2809 IWineD3DBaseShaderClass baseShader;
2811 /* Pixel shader input semantics */
2812 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2813 DWORD input_reg_map[MAX_REG_INPUT];
2814 BOOL input_reg_used[MAX_REG_INPUT];
2815 unsigned int declared_in_count;
2817 /* Some information about the shader behavior */
2818 char vpos_uniform;
2820 BOOL color0_mov;
2821 DWORD color0_reg;
2823 } IWineD3DPixelShaderImpl;
2825 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2826 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2827 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2828 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2829 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2830 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2831 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2833 /* sRGB correction constants */
2834 static const float srgb_cmp = 0.0031308f;
2835 static const float srgb_mul_low = 12.92f;
2836 static const float srgb_pow = 0.41666f;
2837 static const float srgb_mul_high = 1.055f;
2838 static const float srgb_sub_high = 0.055f;
2840 /*****************************************************************************
2841 * IWineD3DPalette implementation structure
2843 struct IWineD3DPaletteImpl {
2844 /* IUnknown parts */
2845 const IWineD3DPaletteVtbl *lpVtbl;
2846 LONG ref;
2848 IUnknown *parent;
2849 IWineD3DDeviceImpl *wineD3DDevice;
2851 /* IWineD3DPalette */
2852 HPALETTE hpal;
2853 WORD palVersion; /*| */
2854 WORD palNumEntries; /*| LOGPALETTE */
2855 PALETTEENTRY palents[256]; /*| */
2856 /* This is to store the palette in 'screen format' */
2857 int screen_palents[256];
2858 DWORD Flags;
2861 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2862 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2864 /* DirectDraw utility functions */
2865 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2867 /*****************************************************************************
2868 * Pixel format management
2871 /* WineD3D pixel format flags */
2872 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2873 #define WINED3DFMT_FLAG_FILTERING 0x2
2874 #define WINED3DFMT_FLAG_DEPTH 0x4
2875 #define WINED3DFMT_FLAG_STENCIL 0x8
2876 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2877 #define WINED3DFMT_FLAG_FOURCC 0x20
2878 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2879 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2880 #define WINED3DFMT_FLAG_GETDC 0x100
2882 struct GlPixelFormatDesc
2884 WINED3DFORMAT format;
2885 DWORD red_mask;
2886 DWORD green_mask;
2887 DWORD blue_mask;
2888 DWORD alpha_mask;
2889 UINT byte_count;
2890 WORD depth_size;
2891 WORD stencil_size;
2893 UINT block_width;
2894 UINT block_height;
2895 UINT block_byte_count;
2897 enum wined3d_ffp_emit_idx emit_idx;
2898 GLint component_count;
2899 GLenum gl_vtx_type;
2900 GLint gl_vtx_format;
2901 GLboolean gl_normalized;
2902 unsigned int component_size;
2904 GLint glInternal;
2905 GLint glGammaInternal;
2906 GLint rtInternal;
2907 GLint glFormat;
2908 GLint glType;
2909 unsigned int Flags;
2910 float heightscale;
2911 struct color_fixup_desc color_fixup;
2914 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2915 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2917 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2919 /* Check stateblock->vertexDecl to allow this to be used from
2920 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2921 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2922 * style strided data. */
2923 return (stateblock->vertexShader
2924 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2925 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2928 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2930 return (stateblock->pixelShader
2931 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2934 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2935 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2936 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2938 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2939 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2941 #endif