2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
99 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
100 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
101 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
102 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
103 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
105 typedef enum _WINELOOKUP
{
106 WINELOOKUP_WARPPARAM
= 0,
107 WINELOOKUP_MAGFILTER
= 1,
111 extern int minLookup
[MAX_LOOKUPS
];
112 extern int maxLookup
[MAX_LOOKUPS
];
113 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
115 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
117 typedef struct _WINED3DGLTYPE
{
121 GLboolean normalized
;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
127 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
132 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
133 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
136 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_TRUE
,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_TRUE
,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_TRUE
,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
145 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)},
146 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s
{
188 /* vertex and pixel shader modes */
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
196 int offscreen_rendering_mode
;
197 int rendertargetlock_mode
;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram
;
201 } wined3d_settings_t
;
203 extern wined3d_settings_t wined3d_settings
;
205 /* Shader backends */
208 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
209 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
210 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
211 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
214 extern const shader_backend_t glsl_shader_backend
;
215 extern const shader_backend_t arb_program_shader_backend
;
216 extern const shader_backend_t none_shader_backend
;
220 extern void (*wine_tsx11_lock_ptr
)(void);
221 extern void (*wine_tsx11_unlock_ptr
)(void);
223 /* As GLX relies on X, this is needed */
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
234 /*****************************************************************************
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256 (vec)[0] = D3DCOLOR_R(dw); \
257 (vec)[1] = D3DCOLOR_G(dw); \
258 (vec)[2] = D3DCOLOR_B(dw); \
259 (vec)[3] = D3DCOLOR_A(dw);
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
265 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
266 See MaxStreams in MSDN under GetDeviceCaps */
267 /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512
269 /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES 256
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A) \
276 GLint err = glGetError(); \
277 if (err == GL_NO_ERROR) { \
278 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
281 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282 debug_glerror(err), err, A, __FILE__, __LINE__); \
283 err = glGetError(); \
284 } while (err != GL_NO_ERROR); \
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat) \
293 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN() \
303 PLIGHTINFOEL *el = This->stateBlock->lights;\
305 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
315 /* Defines used for optimizations */
317 /* Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP 0x0001
319 #define REAPPLY_ALL 0xFFFF
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
323 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
324 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
325 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram
);
332 /* Memory and object tracking */
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
338 typedef struct WineD3DGlobalStatistics
{
339 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics
;
342 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
344 /* Global variables */
345 extern const float identity
[16];
347 /*****************************************************************************
348 * Compilable extra diagnostics
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A) \
362 GLint err = glGetError(); \
363 if (err == GL_NO_ERROR) { \
364 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
367 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368 debug_glerror(err), err, A, __FILE__, __LINE__); \
369 err = glGetError(); \
370 } while (err != GL_NO_ERROR); \
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377 is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380 the file is deleted */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 # define SINGLE_FRAME_DEBUGGING
384 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385 It can only be enabled when FRAME_DEBUGGING is also enabled
386 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 # define SHOW_FRAME_MAKEUP 1
391 /* The following, when enabled, lets you see the makeup of the all the textures used during each
392 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393 The contents of the textures assigned to each stage are written into
394 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 # define SHOW_TEXTURE_MAKEUP 0
399 extern BOOL isDumpingFrames
;
400 extern LONG primCounter
;
403 /*****************************************************************************
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice
*iface
,
412 long StartVertexIndex
,
413 UINT numberOfVertices
,
419 void primitiveDeclarationConvertToStridedData(
420 IWineD3DDevice
*iface
,
421 BOOL useVertexShaderFunction
,
422 WineDirect3DVertexStridedData
*strided
,
425 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
427 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
);
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext
;
436 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
484 #define STATE_HIGHEST (STATE_MATERIAL)
488 DWORD representative
;
489 APPLYSTATEFUNC apply
;
492 /* Global state table */
493 extern const struct StateEntry StateTable
[];
495 /* The new context manager that should deal with onscreen and offscreen rendering */
496 struct WineD3DContext
{
497 /* State dirtification
498 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
499 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
500 * 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
501 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
503 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
504 DWORD numDirtyEntries
;
505 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
507 IWineD3DSurface
*surface
;
508 DWORD tid
; /* Thread ID which owns this context at the moment */
510 /* Stores some inforation about the context state for optimization */
511 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
512 BOOL last_was_pshader
;
513 BOOL last_was_vshader
;
514 BOOL last_was_foggy_shader
;
515 BOOL namedArraysLoaded
, numberedArraysLoaded
;
516 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
517 GLenum tracking_parm
; /* Which source is tracking current colour */
518 unsigned char num_untracked_materials
;
519 GLenum untracked_materials
[2];
520 BOOL last_was_blit
, last_was_ckey
;
521 char texShaderBumpMap
;
524 /* The actual opengl context */
532 typedef enum ContextUsage
{
533 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
534 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
535 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
536 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
539 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
540 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
541 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
542 void apply_fbo_state(IWineD3DDevice
*iface
);
544 /* Macros for doing basic GPU detection based on opengl capabilities */
545 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
546 #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])
547 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
548 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
550 /* Default callbacks for implicit object destruction */
551 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
553 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
555 /*****************************************************************************
556 * Internal representation of a light
558 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
559 struct PLIGHTINFOEL
{
560 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
566 /* Converted parms to speed up swapping lights */
575 /* The default light parameters */
576 extern const WINED3DLIGHT WINED3D_default_light
;
578 typedef struct WineD3D_PixelFormat
580 int iPixelFormat
; /* WGL pixel format */
581 int redSize
, greenSize
, blueSize
, alphaSize
;
582 int depthSize
, stencilSize
;
583 } WineD3D_PixelFormat
;
585 /* The adapter structure */
586 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
587 struct WineD3DAdapter
590 WineD3D_GL_Info gl_info
;
592 const char *description
;
593 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
595 WineD3D_PixelFormat
*cfgs
;
598 extern BOOL
InitAdapters(void);
599 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
601 /*****************************************************************************
602 * High order patch management
604 struct WineD3DRectPatch
608 WineDirect3DVertexStridedData strided
;
609 WINED3DRECTPATCH_INFO RectPatchInfo
;
611 char has_normals
, has_texcoords
;
615 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
617 /*****************************************************************************
618 * IWineD3D implementation structure
620 typedef struct IWineD3DImpl
622 /* IUnknown fields */
623 const IWineD3DVtbl
*lpVtbl
;
624 LONG ref
; /* Note: Ref counting not required */
626 /* WineD3D Information */
631 extern const IWineD3DVtbl IWineD3D_Vtbl
;
633 /* TODO: setup some flags in the registry to enable, disable pbuffer support
634 (since it will break quite a few things until contexts are managed properly!) */
635 extern BOOL pbuffer_support
;
636 /* allocate one pbuffer per surface */
637 extern BOOL pbuffer_per_surface
;
639 typedef struct ResourceList
{
640 IWineD3DResource
*resource
;
641 struct ResourceList
*next
;
644 /* A helper function that dumps a resource list */
645 void dumpResources(ResourceList
*resources
);
647 /*****************************************************************************
648 * IWineD3DDevice implementation structure
650 struct IWineD3DDeviceImpl
652 /* IUnknown fields */
653 const IWineD3DDeviceVtbl
*lpVtbl
;
654 LONG ref
; /* Note: Ref counting not required */
656 /* WineD3D Information */
659 struct WineD3DAdapter
*adapter
;
661 /* Window styles to restore when switching fullscreen mode */
665 /* X and GL Information */
666 GLint maxConcurrentLights
;
667 GLenum offscreenBuffer
;
669 /* Selected capabilities */
670 int vs_selected_mode
;
671 int ps_selected_mode
;
672 const shader_backend_t
*shader_backend
;
673 hash_table_t
*glsl_program_lookup
;
676 BOOL view_ident
; /* true iff view matrix is identity */
678 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
679 unsigned char surface_alignment
; /* Line Alignment of surfaces */
681 /* State block related */
682 BOOL isRecordingState
;
683 IWineD3DStateBlockImpl
*stateBlock
;
684 IWineD3DStateBlockImpl
*updateStateBlock
;
687 /* Internal use fields */
688 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
690 WINED3DDEVTYPE devType
;
692 IWineD3DSwapChain
**swapchains
;
693 UINT NumberOfSwapChains
;
695 ResourceList
*resources
; /* a linked list to track resources created by the device */
697 /* Render Target Support */
698 IWineD3DSurface
**render_targets
;
699 IWineD3DSurface
*depthStencilBuffer
;
700 IWineD3DSurface
**fbo_color_attachments
;
701 IWineD3DSurface
*fbo_depth_attachment
;
703 IWineD3DSurface
*stencilBufferTarget
;
705 /* Caches to avoid unneeded context changes */
706 IWineD3DSurface
*lastActiveRenderTarget
;
707 IWineD3DSwapChain
*lastActiveSwapChain
;
709 /* palettes texture management */
710 PALETTEENTRY palettes
[MAX_PALETTES
][256];
713 /* For rendering to a texture using glCopyTexImage */
714 BOOL render_offscreen
;
715 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
719 GLenum
*draw_buffers
;
721 /* Cursor management */
727 UINT cursorWidth
, cursorHeight
;
728 GLuint cursorTexture
;
729 BOOL haveHardwareCursor
;
730 HCURSOR hardwareCursor
;
732 /* The Wine logo surface */
733 IWineD3DSurface
*logo_surface
;
735 /* Textures for when no other textures are mapped */
736 UINT dummyTextureName
[MAX_TEXTURES
];
738 /* Debug stream management */
741 /* Device state management */
743 BOOL d3d_initialized
;
745 /* A flag to check for proper BeginScene / EndScene call pairs */
748 /* process vertex shaders using software or hardware */
749 BOOL softwareVertexProcessing
;
751 /* DirectDraw stuff */
753 IWineD3DSurface
*ddraw_primary
;
754 DWORD ddraw_width
, ddraw_height
;
755 WINED3DFORMAT ddraw_format
;
756 BOOL ddraw_fullscreen
;
758 /* Final position fixup constant */
761 /* With register combiners we can skip junk texture stages */
762 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
763 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
764 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
766 /* Stream source management */
767 WineDirect3DVertexStridedData strided_streams
;
768 WineDirect3DVertexStridedData
*up_strided
;
769 BOOL useDrawStridedSlow
;
772 /* Context management */
773 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
774 WineD3DContext
*activeContext
;
777 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
778 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
780 /* High level patch management */
781 #define PATCHMAP_SIZE 43
782 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
783 struct list patches
[PATCHMAP_SIZE
];
784 struct WineD3DRectPatch
*currentPatch
;
787 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
789 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
790 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
791 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
792 DWORD idx
= state
>> 5;
793 BYTE shift
= state
& 0x1f;
794 return context
->isStateDirty
[idx
] & (1 << shift
);
797 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
798 typedef struct PrivateData
803 DWORD flags
; /* DDSPD_* */
804 DWORD uniqueness_value
;
815 /*****************************************************************************
816 * IWineD3DResource implementation structure
818 typedef struct IWineD3DResourceClass
820 /* IUnknown fields */
821 LONG ref
; /* Note: Ref counting not required */
823 /* WineD3DResource Information */
825 WINED3DRESOURCETYPE resourceType
;
826 IWineD3DDeviceImpl
*wineD3DDevice
;
830 WINED3DFORMAT format
;
831 BYTE
*allocatedMemory
;
832 struct list privateData
;
834 } IWineD3DResourceClass
;
836 typedef struct IWineD3DResourceImpl
838 /* IUnknown & WineD3DResource Information */
839 const IWineD3DResourceVtbl
*lpVtbl
;
840 IWineD3DResourceClass resource
;
841 } IWineD3DResourceImpl
;
844 /*****************************************************************************
845 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
847 typedef struct IWineD3DVertexBufferImpl
849 /* IUnknown & WineD3DResource Information */
850 const IWineD3DVertexBufferVtbl
*lpVtbl
;
851 IWineD3DResourceClass resource
;
853 /* WineD3DVertexBuffer specifics */
856 /* Vertex buffer object support */
861 UINT dirtystart
, dirtyend
;
864 LONG declChanges
, draws
;
865 /* Last description of the buffer */
866 WineDirect3DVertexStridedData strided
;
867 } IWineD3DVertexBufferImpl
;
869 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
871 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
872 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
873 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
874 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
875 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
877 /*****************************************************************************
878 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
880 typedef struct IWineD3DIndexBufferImpl
882 /* IUnknown & WineD3DResource Information */
883 const IWineD3DIndexBufferVtbl
*lpVtbl
;
884 IWineD3DResourceClass resource
;
887 UINT dirtystart
, dirtyend
;
890 /* WineD3DVertexBuffer specifics */
891 } IWineD3DIndexBufferImpl
;
893 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
895 /*****************************************************************************
896 * IWineD3DBaseTexture D3D- > openGL state map lookups
898 #define WINED3DFUNC_NOTSUPPORTED -2
899 #define WINED3DFUNC_UNIMPLEMENTED -1
901 typedef enum winetexturestates
{
902 WINED3DTEXSTA_ADDRESSU
= 0,
903 WINED3DTEXSTA_ADDRESSV
= 1,
904 WINED3DTEXSTA_ADDRESSW
= 2,
905 WINED3DTEXSTA_BORDERCOLOR
= 3,
906 WINED3DTEXSTA_MAGFILTER
= 4,
907 WINED3DTEXSTA_MINFILTER
= 5,
908 WINED3DTEXSTA_MIPFILTER
= 6,
909 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
910 WINED3DTEXSTA_MAXANISOTROPY
= 8,
911 WINED3DTEXSTA_SRGBTEXTURE
= 9,
912 WINED3DTEXSTA_ELEMENTINDEX
= 10,
913 WINED3DTEXSTA_DMAPOFFSET
= 11,
914 WINED3DTEXSTA_TSSADDRESSW
= 12,
915 MAX_WINETEXTURESTATES
= 13,
918 /*****************************************************************************
919 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
921 typedef struct IWineD3DBaseTextureClass
927 WINED3DTEXTUREFILTERTYPE filterType
;
928 DWORD states
[MAX_WINETEXTURESTATES
];
932 UINT srgb_mode_change_count
;
933 } IWineD3DBaseTextureClass
;
935 typedef struct IWineD3DBaseTextureImpl
937 /* IUnknown & WineD3DResource Information */
938 const IWineD3DBaseTextureVtbl
*lpVtbl
;
939 IWineD3DResourceClass resource
;
940 IWineD3DBaseTextureClass baseTexture
;
942 } IWineD3DBaseTextureImpl
;
944 /*****************************************************************************
945 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
947 typedef struct IWineD3DTextureImpl
949 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
950 const IWineD3DTextureVtbl
*lpVtbl
;
951 IWineD3DResourceClass resource
;
952 IWineD3DBaseTextureClass baseTexture
;
954 /* IWineD3DTexture */
955 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
959 float pow2scalingFactorX
;
960 float pow2scalingFactorY
;
962 } IWineD3DTextureImpl
;
964 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
966 /*****************************************************************************
967 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
969 typedef struct IWineD3DCubeTextureImpl
971 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
972 const IWineD3DCubeTextureVtbl
*lpVtbl
;
973 IWineD3DResourceClass resource
;
974 IWineD3DBaseTextureClass baseTexture
;
976 /* IWineD3DCubeTexture */
977 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
980 float pow2scalingFactor
;
982 } IWineD3DCubeTextureImpl
;
984 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
986 typedef struct _WINED3DVOLUMET_DESC
991 } WINED3DVOLUMET_DESC
;
993 /*****************************************************************************
994 * IWineD3DVolume implementation structure (extends IUnknown)
996 typedef struct IWineD3DVolumeImpl
998 /* IUnknown & WineD3DResource fields */
999 const IWineD3DVolumeVtbl
*lpVtbl
;
1000 IWineD3DResourceClass resource
;
1002 /* WineD3DVolume Information */
1003 WINED3DVOLUMET_DESC currentDesc
;
1004 IWineD3DBase
*container
;
1009 WINED3DBOX lockedBox
;
1010 WINED3DBOX dirtyBox
;
1014 } IWineD3DVolumeImpl
;
1016 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1018 /*****************************************************************************
1019 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1021 typedef struct IWineD3DVolumeTextureImpl
1023 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1024 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1025 IWineD3DResourceClass resource
;
1026 IWineD3DBaseTextureClass baseTexture
;
1028 /* IWineD3DVolumeTexture */
1029 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1034 } IWineD3DVolumeTextureImpl
;
1036 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1038 typedef struct _WINED3DSURFACET_DESC
1040 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1041 DWORD MultiSampleQuality
;
1044 } WINED3DSURFACET_DESC
;
1046 /*****************************************************************************
1047 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1049 typedef struct wineD3DSurface_DIB
{
1055 } wineD3DSurface_DIB
;
1062 } renderbuffer_entry_t
;
1064 /*****************************************************************************
1065 * IWineD3DClipp implementation structure
1067 typedef struct IWineD3DClipperImpl
1069 const IWineD3DClipperVtbl
*lpVtbl
;
1074 } IWineD3DClipperImpl
;
1077 /*****************************************************************************
1078 * IWineD3DSurface implementation structure
1080 struct IWineD3DSurfaceImpl
1082 /* IUnknown & IWineD3DResource Information */
1083 const IWineD3DSurfaceVtbl
*lpVtbl
;
1084 IWineD3DResourceClass resource
;
1086 /* IWineD3DSurface fields */
1087 IWineD3DBase
*container
;
1088 WINED3DSURFACET_DESC currentDesc
;
1089 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1090 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1094 /* TODO: move this off into a management class(maybe!) */
1100 /* Oversized texture */
1107 /* precalculated x and y scalings for texture coords */
1108 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1109 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1115 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1117 glDescriptor glDescription
;
1120 wineD3DSurface_DIB dib
;
1123 /* Color keys for DDraw */
1124 WINEDDCOLORKEY DestBltCKey
;
1125 WINEDDCOLORKEY DestOverlayCKey
;
1126 WINEDDCOLORKEY SrcOverlayCKey
;
1127 WINEDDCOLORKEY SrcBltCKey
;
1130 WINEDDCOLORKEY glCKey
;
1132 struct list renderbuffers
;
1133 renderbuffer_entry_t
*current_renderbuffer
;
1135 /* DirectDraw clippers */
1136 IWineD3DClipper
*clipper
;
1139 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1140 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1142 /* Predeclare the shared Surface functions */
1143 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1144 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1145 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1146 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1147 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1148 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1149 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1150 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1151 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1152 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1153 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1154 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1155 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1156 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1157 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1158 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1159 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1160 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1161 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1162 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1163 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1164 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1165 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1166 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1167 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1168 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1169 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1170 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1171 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1172 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1173 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1174 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1175 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1176 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1177 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1178 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1179 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1180 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1181 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1182 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1183 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1184 HRESULT WINAPI
IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1185 HRESULT WINAPI
IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1187 /* Surface flags: */
1188 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1189 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1190 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1191 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1192 #define SFLAG_DISCARD 0x00000010 /* ??? */
1193 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1194 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1195 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1196 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1197 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1198 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1199 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1200 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1201 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1202 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1203 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1204 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1205 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1206 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1208 /* In some conditions the surface memory must not be freed:
1209 * SFLAG_OVERSIZE: Not all data can be kept in GL
1210 * SFLAG_CONVERTED: Converting the data back would take too long
1211 * SFLAG_DIBSECTION: The dib code manages the memory
1212 * SFLAG_LOCKED: The app requires access to the surface data
1213 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1214 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1215 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1216 * SFLAG_CLIENT: OpenGL uses our memory as backup
1218 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1220 SFLAG_DIBSECTION | \
1228 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1233 CONVERT_PALETTED_CK
,
1237 CONVERT_CK_4444_ARGB
,
1242 CONVERT_CK_8888_ARGB
,
1254 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
, BOOL use_texturing
, GLenum
*format
, GLenum
*internal
, GLenum
*type
, CONVERT_TYPES
*convert
, int *target_bpp
, BOOL srgb_mode
);
1256 /*****************************************************************************
1257 * IWineD3DVertexDeclaration implementation structure
1259 typedef struct IWineD3DVertexDeclarationImpl
{
1260 /* IUnknown Information */
1261 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1265 IWineD3DDeviceImpl
*wineD3DDevice
;
1267 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1268 UINT declarationWNumElements
;
1270 DWORD streams
[MAX_STREAMS
];
1272 BOOL position_transformed
;
1273 } IWineD3DVertexDeclarationImpl
;
1275 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1277 /*****************************************************************************
1278 * IWineD3DStateBlock implementation structure
1281 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1282 /* Note: Very long winded but gl Lists are not flexible enough */
1283 /* to resolve everything we need, so doing it manually for now */
1284 typedef struct SAVEDSTATES
{
1288 BOOL streamSource
[MAX_STREAMS
];
1289 BOOL streamFreq
[MAX_STREAMS
];
1290 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1291 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1293 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1294 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1295 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1296 BOOL clipplane
[MAX_CLIPPLANES
];
1299 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1300 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1301 BOOL
*pixelShaderConstantsF
;
1303 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1304 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1305 BOOL
*vertexShaderConstantsF
;
1320 struct IWineD3DStateBlockImpl
1322 /* IUnknown fields */
1323 const IWineD3DStateBlockVtbl
*lpVtbl
;
1324 LONG ref
; /* Note: Ref counting not required */
1326 /* IWineD3DStateBlock information */
1328 IWineD3DDeviceImpl
*wineD3DDevice
;
1329 WINED3DSTATEBLOCKTYPE blockType
;
1331 /* Array indicating whether things have been set or changed */
1332 SAVEDSTATES changed
;
1333 struct list set_vconstantsF
;
1334 struct list set_pconstantsF
;
1336 /* Drawing - Vertex Shader or FVF related */
1338 /* Vertex Shader Declaration */
1339 IWineD3DVertexDeclaration
*vertexDecl
;
1341 IWineD3DVertexShader
*vertexShader
;
1343 /* Vertex Shader Constants */
1344 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1345 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1346 float *vertexShaderConstantF
;
1350 UINT streamStride
[MAX_STREAMS
];
1351 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1352 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1353 UINT streamFreq
[MAX_STREAMS
+ 1];
1354 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1357 IWineD3DIndexBuffer
* pIndexData
;
1358 INT baseVertexIndex
;
1359 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1362 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1364 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1365 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1366 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1367 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1368 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1371 double clipplane
[MAX_CLIPPLANES
][4];
1372 WINED3DCLIPSTATUS clip_status
;
1375 WINED3DVIEWPORT viewport
;
1378 WINED3DMATERIAL material
;
1381 IWineD3DPixelShader
*pixelShader
;
1383 /* Pixel Shader Constants */
1384 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1385 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1386 float *pixelShaderConstantF
;
1389 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1392 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1393 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1395 /* Texture State Stage */
1396 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1397 DWORD lowest_disabled_stage
;
1398 /* Sampler States */
1399 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1401 /* Current GLSL Shader Program */
1402 struct glsl_shader_prog_link
*glsl_program
;
1404 /* Scissor test rectangle */
1407 /* Contained state management */
1408 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1409 unsigned int num_contained_render_states
;
1410 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1411 unsigned int num_contained_transform_states
;
1412 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1413 unsigned int num_contained_vs_consts_i
;
1414 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1415 unsigned int num_contained_vs_consts_b
;
1416 DWORD
*contained_vs_consts_f
;
1417 unsigned int num_contained_vs_consts_f
;
1418 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1419 unsigned int num_contained_ps_consts_i
;
1420 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1421 unsigned int num_contained_ps_consts_b
;
1422 DWORD
*contained_ps_consts_f
;
1423 unsigned int num_contained_ps_consts_f
;
1424 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1425 unsigned int num_contained_tss_states
;
1426 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1427 unsigned int num_contained_sampler_states
;
1430 extern void stateblock_savedstates_set(
1431 IWineD3DStateBlock
* iface
,
1432 SAVEDSTATES
* states
,
1435 extern void stateblock_savedstates_copy(
1436 IWineD3DStateBlock
* iface
,
1438 SAVEDSTATES
* source
);
1440 extern void stateblock_copy(
1441 IWineD3DStateBlock
* destination
,
1442 IWineD3DStateBlock
* source
);
1444 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1446 /*****************************************************************************
1447 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1449 typedef struct IWineD3DQueryImpl
1451 const IWineD3DQueryVtbl
*lpVtbl
;
1452 LONG ref
; /* Note: Ref counting not required */
1455 /*TODO: replace with iface usage */
1457 IWineD3DDevice
*wineD3DDevice
;
1459 IWineD3DDeviceImpl
*wineD3DDevice
;
1462 /* IWineD3DQuery fields */
1463 WINED3DQUERYTYPE type
;
1464 /* TODO: Think about using a IUnknown instead of a void* */
1468 } IWineD3DQueryImpl
;
1470 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1472 /* Datastructures for IWineD3DQueryImpl.extendedData */
1473 typedef struct WineQueryOcclusionData
{
1475 WineD3DContext
*ctx
;
1476 } WineQueryOcclusionData
;
1478 typedef struct WineQueryEventData
{
1480 WineD3DContext
*ctx
;
1481 } WineQueryEventData
;
1483 /*****************************************************************************
1484 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1487 typedef struct IWineD3DSwapChainImpl
1490 const IWineD3DSwapChainVtbl
*lpVtbl
;
1491 LONG ref
; /* Note: Ref counting not required */
1494 IWineD3DDeviceImpl
*wineD3DDevice
;
1496 /* IWineD3DSwapChain fields */
1497 IWineD3DSurface
**backBuffer
;
1498 IWineD3DSurface
*frontBuffer
;
1499 BOOL wantsDepthStencilBuffer
;
1500 WINED3DPRESENT_PARAMETERS presentParms
;
1501 DWORD orig_width
, orig_height
;
1502 WINED3DFORMAT orig_fmt
;
1504 long prev_time
, frames
; /* Performance tracking */
1505 unsigned int vSyncCounter
;
1507 WineD3DContext
**context
; /* Later a array for multithreading */
1508 unsigned int num_contexts
;
1511 } IWineD3DSwapChainImpl
;
1513 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1515 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1517 /*****************************************************************************
1518 * Utility function prototypes
1521 /* Trace routines */
1522 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1523 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1524 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1525 const char* debug_d3dusage(DWORD usage
);
1526 const char* debug_d3dusagequery(DWORD usagequery
);
1527 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1528 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1529 const char* debug_d3ddeclusage(BYTE usage
);
1530 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1531 const char* debug_d3drenderstate(DWORD state
);
1532 const char* debug_d3dsamplerstate(DWORD state
);
1533 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1534 const char* debug_d3dtexturestate(DWORD state
);
1535 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1536 const char* debug_d3dpool(WINED3DPOOL pool
);
1537 const char *debug_fbostatus(GLenum status
);
1538 const char *debug_glerror(GLenum error
);
1539 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1540 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1542 /* Routines for GL <-> D3D values */
1543 GLenum
StencilOp(DWORD op
);
1544 GLenum
CompareFunc(DWORD func
);
1545 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1546 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1547 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1549 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1550 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1552 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1553 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1556 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1557 unsigned int count_bits(unsigned int mask
);
1559 /*****************************************************************************
1560 * To enable calling of inherited functions, requires prototypes
1562 * Note: Only require classes which are subclassed, ie resource, basetexture,
1564 /*** IUnknown methods ***/
1565 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1566 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1567 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1568 /*** IWineD3DResource methods ***/
1569 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1570 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1571 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1572 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1573 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1574 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1575 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1576 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1577 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1578 /*** class static members ***/
1579 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1581 /*** IUnknown methods ***/
1582 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1583 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1584 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1585 /*** IWineD3DResource methods ***/
1586 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1587 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1588 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1589 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1590 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1591 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1592 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1593 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1594 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1595 /*** IWineD3DBaseTexture methods ***/
1596 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1597 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1598 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1599 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1600 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1601 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1602 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1603 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1605 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1606 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1607 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1608 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1609 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1610 /*** class static members ***/
1611 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1613 struct SHADER_OPCODE_ARG
;
1614 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1616 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1617 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1618 * used if the user is using GLSL shaders. */
1619 struct glsl_shader_prog_link
{
1620 struct list vshader_entry
;
1621 struct list pshader_entry
;
1622 GLhandleARB programId
;
1623 GLhandleARB
*vuniformF_locations
;
1624 GLhandleARB
*puniformF_locations
;
1625 GLhandleARB vshader
;
1626 GLhandleARB pshader
;
1630 GLhandleARB vshader
;
1631 GLhandleARB pshader
;
1632 } glsl_program_key_t
;
1634 /* TODO: Make this dynamic, based on shader limits ? */
1635 #define MAX_REG_ADDR 1
1636 #define MAX_REG_TEMP 32
1637 #define MAX_REG_TEXCRD 8
1638 #define MAX_REG_INPUT 12
1639 #define MAX_REG_OUTPUT 12
1640 #define MAX_ATTRIBS 16
1641 #define MAX_CONST_I 16
1642 #define MAX_CONST_B 16
1644 /* FIXME: This needs to go up to 2048 for
1645 * Shader model 3 according to msdn (and for software shaders) */
1646 #define MAX_LABELS 16
1648 typedef struct semantic
{
1653 typedef struct local_constant
{
1659 typedef struct shader_reg_maps
{
1661 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1662 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1663 char address
[MAX_REG_ADDR
]; /* vertex */
1664 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1665 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1666 char attributes
[MAX_ATTRIBS
]; /* vertex */
1667 char labels
[MAX_LABELS
]; /* pixel, vertex */
1669 /* Sampler usage tokens
1670 * Use 0 as default (bit 31 is always 1 on a valid token) */
1671 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1672 char bumpmat
, luminanceparams
;
1674 /* Whether or not a loop is used in this shader */
1677 /* Whether or not this shader uses fog */
1682 #define SHADER_PGMSIZE 65535
1683 typedef struct SHADER_BUFFER
{
1686 unsigned int lineNo
;
1690 /* Undocumented opcode controls */
1691 #define INST_CONTROLS_SHIFT 16
1692 #define INST_CONTROLS_MASK 0x00ff0000
1694 typedef enum COMPARISON_TYPE
{
1703 typedef struct SHADER_OPCODE
{
1704 unsigned int opcode
;
1708 CONST UINT num_params
;
1709 SHADER_HANDLER hw_fct
;
1710 SHADER_HANDLER hw_glsl_fct
;
1715 typedef struct SHADER_OPCODE_ARG
{
1716 IWineD3DBaseShader
* shader
;
1717 shader_reg_maps
* reg_maps
;
1718 CONST SHADER_OPCODE
* opcode
;
1725 SHADER_BUFFER
* buffer
;
1726 } SHADER_OPCODE_ARG
;
1728 typedef struct SHADER_LIMITS
{
1729 unsigned int temporary
;
1730 unsigned int texcoord
;
1731 unsigned int sampler
;
1732 unsigned int constant_int
;
1733 unsigned int constant_float
;
1734 unsigned int constant_bool
;
1735 unsigned int address
;
1736 unsigned int packed_output
;
1737 unsigned int packed_input
;
1738 unsigned int attributes
;
1742 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1743 maintain state information between multiple codes */
1744 typedef struct SHADER_PARSE_STATE
{
1745 unsigned int current_row
;
1746 DWORD texcoord_w
[2];
1747 } SHADER_PARSE_STATE
;
1749 /* Base Shader utility functions.
1750 * (may move callers into the same file in the future) */
1751 extern int shader_addline(
1752 SHADER_BUFFER
* buffer
,
1753 const char* fmt
, ...);
1755 extern const SHADER_OPCODE
* shader_get_opcode(
1756 IWineD3DBaseShader
*iface
,
1759 extern void shader_delete_constant_list(
1760 struct list
* clist
);
1762 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1764 /* Vertex shader utility functions */
1765 extern BOOL
vshader_get_input(
1766 IWineD3DVertexShader
* iface
,
1767 BYTE usage_req
, BYTE usage_idx_req
,
1768 unsigned int* regnum
);
1770 extern BOOL
vshader_input_is_color(
1771 IWineD3DVertexShader
* iface
,
1772 unsigned int regnum
);
1774 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1776 /* ARB_[vertex/fragment]_program helper functions */
1777 extern void shader_arb_load_constants(
1778 IWineD3DDevice
* device
,
1779 char usePixelShader
,
1780 char useVertexShader
);
1782 /* ARB shader program Prototypes */
1783 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1785 /* ARB pixel shader prototypes */
1786 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1787 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1788 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1789 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1790 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1791 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1792 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1793 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1794 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1795 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1796 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1797 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1798 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1799 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1800 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1801 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
1802 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
1804 /* ARB vertex shader prototypes */
1805 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1806 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1807 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1809 /* GLSL helper functions */
1810 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1811 extern void shader_glsl_load_constants(
1812 IWineD3DDevice
* device
,
1813 char usePixelShader
,
1814 char useVertexShader
);
1816 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1817 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1818 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1819 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1820 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1821 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1822 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1823 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1824 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1825 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1826 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
1827 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1828 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1829 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1830 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1831 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1832 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1833 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1834 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1835 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1836 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1837 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1838 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1839 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1840 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1841 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1842 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1843 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1844 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1845 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1846 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1847 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1848 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
1849 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
1851 /** GLSL Pixel Shader Prototypes */
1852 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1853 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1854 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1855 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1856 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1857 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1858 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1859 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1860 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1861 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1862 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1863 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1864 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1865 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1866 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1867 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
1868 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1869 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1870 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1871 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1872 extern void pshader_glsl_input_pack(
1873 SHADER_BUFFER
* buffer
,
1874 semantic
* semantics_out
);
1876 /** GLSL Vertex Shader Prototypes */
1877 extern void vshader_glsl_output_unpack(
1878 SHADER_BUFFER
* buffer
,
1879 semantic
* semantics_out
);
1881 /*****************************************************************************
1882 * IDirect3DBaseShader implementation structure
1884 typedef struct IWineD3DBaseShaderClass
1887 SHADER_LIMITS limits
;
1888 SHADER_PARSE_STATE parse_state
;
1889 CONST SHADER_OPCODE
*shader_ins
;
1890 CONST DWORD
*function
;
1891 UINT functionLength
;
1895 /* Type of shader backend */
1898 /* Programs this shader is linked with */
1899 struct list linked_programs
;
1901 /* Immediate constants (override global ones) */
1902 struct list constantsB
;
1903 struct list constantsF
;
1904 struct list constantsI
;
1905 shader_reg_maps reg_maps
;
1907 /* Pointer to the parent device */
1908 IWineD3DDevice
*device
;
1910 } IWineD3DBaseShaderClass
;
1912 typedef struct IWineD3DBaseShaderImpl
{
1914 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1917 /* IWineD3DBaseShader */
1918 IWineD3DBaseShaderClass baseShader
;
1919 } IWineD3DBaseShaderImpl
;
1921 extern HRESULT
shader_get_registers_used(
1922 IWineD3DBaseShader
*iface
,
1923 shader_reg_maps
* reg_maps
,
1924 semantic
* semantics_in
,
1925 semantic
* semantics_out
,
1926 CONST DWORD
* pToken
,
1927 IWineD3DStateBlockImpl
*stateBlock
);
1929 extern void shader_generate_glsl_declarations(
1930 IWineD3DBaseShader
*iface
,
1931 shader_reg_maps
* reg_maps
,
1932 SHADER_BUFFER
* buffer
,
1933 WineD3D_GL_Info
* gl_info
);
1935 extern void shader_generate_arb_declarations(
1936 IWineD3DBaseShader
*iface
,
1937 shader_reg_maps
* reg_maps
,
1938 SHADER_BUFFER
* buffer
,
1939 WineD3D_GL_Info
* gl_info
);
1941 extern void shader_generate_main(
1942 IWineD3DBaseShader
*iface
,
1943 SHADER_BUFFER
* buffer
,
1944 shader_reg_maps
* reg_maps
,
1945 CONST DWORD
* pFunction
);
1947 extern void shader_dump_ins_modifiers(
1948 const DWORD output
);
1950 extern void shader_dump_param(
1951 IWineD3DBaseShader
*iface
,
1953 const DWORD addr_token
,
1956 extern void shader_trace_init(
1957 IWineD3DBaseShader
*iface
,
1958 const DWORD
* pFunction
);
1960 extern int shader_get_param(
1961 IWineD3DBaseShader
* iface
,
1962 const DWORD
* pToken
,
1966 extern int shader_skip_unrecognized(
1967 IWineD3DBaseShader
* iface
,
1968 const DWORD
* pToken
);
1970 extern void print_glsl_info_log(
1971 WineD3D_GL_Info
*gl_info
,
1974 static inline int shader_get_regtype(const DWORD param
) {
1975 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1976 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1979 extern unsigned int shader_get_float_offset(const DWORD reg
);
1981 static inline BOOL
shader_is_pshader_version(DWORD token
) {
1982 return 0xFFFF0000 == (token
& 0xFFFF0000);
1985 static inline BOOL
shader_is_vshader_version(DWORD token
) {
1986 return 0xFFFE0000 == (token
& 0xFFFF0000);
1989 static inline BOOL
shader_is_comment(DWORD token
) {
1990 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1993 /* TODO: vFace (ps_3_0) */
1994 static inline BOOL
shader_is_scalar(DWORD param
) {
1995 DWORD reg_type
= shader_get_regtype(param
);
1998 case WINED3DSPR_RASTOUT
:
1999 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2006 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2007 case WINED3DSPR_CONSTBOOL
: /* b# */
2008 case WINED3DSPR_LOOP
: /* aL */
2009 case WINED3DSPR_PREDICATE
: /* p0 */
2017 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2018 * so upload them above that
2020 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2021 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2023 /*****************************************************************************
2024 * IDirect3DVertexShader implementation structure
2026 typedef struct IWineD3DVertexShaderImpl
{
2028 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2029 LONG ref
; /* Note: Ref counting not required */
2031 /* IWineD3DBaseShader */
2032 IWineD3DBaseShaderClass baseShader
;
2034 /* IWineD3DVertexShaderImpl */
2039 /* Vertex shader input and output semantics */
2040 semantic semantics_in
[MAX_ATTRIBS
];
2041 semantic semantics_out
[MAX_REG_OUTPUT
];
2043 /* run time datas... */
2045 #if 0 /* needs reworking */
2046 /* run time datas */
2047 VSHADERINPUTDATA input
;
2048 VSHADEROUTPUTDATA output
;
2050 } IWineD3DVertexShaderImpl
;
2051 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2052 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2054 /*****************************************************************************
2055 * IDirect3DPixelShader implementation structure
2057 typedef struct IWineD3DPixelShaderImpl
{
2058 /* IUnknown parts */
2059 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2060 LONG ref
; /* Note: Ref counting not required */
2062 /* IWineD3DBaseShader */
2063 IWineD3DBaseShaderClass baseShader
;
2065 /* IWineD3DPixelShaderImpl */
2068 /* Pixel shader input semantics */
2069 semantic semantics_in
[MAX_REG_INPUT
];
2074 /* Some information about the shader behavior */
2076 UINT bumpenvmatconst
;
2078 #if 0 /* needs reworking */
2079 PSHADERINPUTDATA input
;
2080 PSHADEROUTPUTDATA output
;
2082 } IWineD3DPixelShaderImpl
;
2084 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2085 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2087 /*****************************************************************************
2088 * IWineD3DPalette implementation structure
2090 struct IWineD3DPaletteImpl
{
2091 /* IUnknown parts */
2092 const IWineD3DPaletteVtbl
*lpVtbl
;
2096 IWineD3DDeviceImpl
*wineD3DDevice
;
2098 /* IWineD3DPalette */
2100 WORD palVersion
; /*| */
2101 WORD palNumEntries
; /*| LOGPALETTE */
2102 PALETTEENTRY palents
[256]; /*| */
2103 /* This is to store the palette in 'screen format' */
2104 int screen_palents
[256];
2108 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2109 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2111 /* DirectDraw utility functions */
2112 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2114 /*****************************************************************************
2115 * Pixel format management
2118 WINED3DFORMAT format
;
2119 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2121 short depthSize
, stencilSize
;
2123 } StaticPixelFormatDesc
;
2125 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2126 WineD3D_GL_Info
*gl_info
,
2127 const GlPixelFormatDesc
**glDesc
);
2129 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2130 return (device
->vs_selected_mode
!= SHADER_NONE
2131 && device
->stateBlock
->vertexShader
2132 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2133 && !device
->strided_streams
.u
.s
.position_transformed
);
2136 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2137 return (device
->ps_selected_mode
!= SHADER_NONE
2138 && device
->stateBlock
->pixelShader
2139 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2142 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2143 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);