wined3d: Add an initial shader_sm4_read_src_param() implementation.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob38c8e1e8e8c6a48db9bd797b3a89b68b3945776a
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"
45 /* Texture format fixups */
47 enum fixup_channel_source
49 CHANNEL_SOURCE_ZERO = 0,
50 CHANNEL_SOURCE_ONE = 1,
51 CHANNEL_SOURCE_X = 2,
52 CHANNEL_SOURCE_Y = 3,
53 CHANNEL_SOURCE_Z = 4,
54 CHANNEL_SOURCE_W = 5,
55 CHANNEL_SOURCE_YUV0 = 6,
56 CHANNEL_SOURCE_YUV1 = 7,
59 enum yuv_fixup
61 YUV_FIXUP_YUY2 = 0,
62 YUV_FIXUP_UYVY = 1,
63 YUV_FIXUP_YV12 = 2,
66 #include <pshpack2.h>
67 struct color_fixup_desc
69 unsigned x_sign_fixup : 1;
70 unsigned x_source : 3;
71 unsigned y_sign_fixup : 1;
72 unsigned y_source : 3;
73 unsigned z_sign_fixup : 1;
74 unsigned z_source : 3;
75 unsigned w_sign_fixup : 1;
76 unsigned w_source : 3;
78 #include <poppack.h>
80 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
81 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83 static inline struct color_fixup_desc create_color_fixup_desc(
84 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
85 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 struct color_fixup_desc fixup =
89 sign0, src0,
90 sign1, src1,
91 sign2, src2,
92 sign3, src3,
94 return fixup;
97 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 struct color_fixup_desc fixup =
101 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
102 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106 return fixup;
109 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
114 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
119 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 enum yuv_fixup yuv_fixup = 0;
122 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
123 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
124 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
125 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
126 return yuv_fixup;
129 /* Hash table functions */
130 typedef unsigned int (hash_function_t)(const void *key);
131 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133 struct hash_table_entry_t {
134 void *key;
135 void *value;
136 unsigned int hash;
137 struct list entry;
140 struct hash_table_t {
141 hash_function_t *hash_function;
142 compare_function_t *compare_function;
143 struct list *buckets;
144 unsigned int bucket_count;
145 struct hash_table_entry_t *entries;
146 unsigned int entry_count;
147 struct list free_entries;
148 unsigned int count;
149 unsigned int grow_size;
150 unsigned int shrink_size;
153 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
154 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
155 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
160 /* Device caps */
161 #define MAX_PALETTES 65536
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 /* Used for CreateStateBlock */
171 #define NUM_SAVEDPIXELSTATES_R 35
172 #define NUM_SAVEDPIXELSTATES_T 18
173 #define NUM_SAVEDPIXELSTATES_S 12
174 #define NUM_SAVEDVERTEXSTATES_R 34
175 #define NUM_SAVEDVERTEXSTATES_T 2
176 #define NUM_SAVEDVERTEXSTATES_S 1
178 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
179 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
180 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
181 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
182 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
183 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
185 typedef enum _WINELOOKUP {
186 WINELOOKUP_WARPPARAM = 0,
187 MAX_LOOKUPS = 1
188 } WINELOOKUP;
190 extern const int minLookup[MAX_LOOKUPS];
191 extern const int maxLookup[MAX_LOOKUPS];
192 extern DWORD *stateLookup[MAX_LOOKUPS];
194 struct min_lookup
196 GLenum mip[WINED3DTEXF_LINEAR + 1];
199 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
200 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
201 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
202 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
204 extern const struct filter_lookup filter_lookup_nofilter;
205 extern struct filter_lookup filter_lookup;
207 /* float_16_to_32() and float_32_to_16() (see implementation in
208 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
209 * to standard C floats and vice versa. They do not depend on the encoding
210 * of the C float, so they are platform independent, but slow. On x86 and
211 * other IEEE 754 compliant platforms the conversion can be accelerated by
212 * bit shifting the exponent and mantissa. There are also some SSE-based
213 * assembly routines out there.
215 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
217 static inline float float_16_to_32(const unsigned short *in) {
218 const unsigned short s = ((*in) & 0x8000);
219 const unsigned short e = ((*in) & 0x7C00) >> 10;
220 const unsigned short m = (*in) & 0x3FF;
221 const float sgn = (s ? -1.0 : 1.0);
223 if(e == 0) {
224 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
225 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
226 } else if(e < 31) {
227 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
228 } else {
229 if(m == 0) return sgn / 0.0; /* +INF / -INF */
230 else return 0.0 / 0.0; /* NAN */
235 * Settings
237 #define VS_NONE 0
238 #define VS_HW 1
240 #define PS_NONE 0
241 #define PS_HW 1
243 #define VBO_NONE 0
244 #define VBO_HW 1
246 #define NP2_NONE 0
247 #define NP2_REPACK 1
248 #define NP2_NATIVE 2
250 #define ORM_BACKBUFFER 0
251 #define ORM_PBUFFER 1
252 #define ORM_FBO 2
254 #define SHADER_ARB 1
255 #define SHADER_GLSL 2
256 #define SHADER_ATI 3
257 #define SHADER_NONE 4
259 #define RTL_DISABLE -1
260 #define RTL_AUTO 0
261 #define RTL_READDRAW 1
262 #define RTL_READTEX 2
263 #define RTL_TEXDRAW 3
264 #define RTL_TEXTEX 4
266 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
267 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
269 /* NOTE: When adding fields to this structure, make sure to update the default
270 * values in wined3d_main.c as well. */
271 typedef struct wined3d_settings_s {
272 /* vertex and pixel shader modes */
273 int vs_mode;
274 int ps_mode;
275 int vbo_mode;
276 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
277 we should use it. However, until it's fully implemented, we'll leave it as a registry
278 setting for developers. */
279 BOOL glslRequested;
280 int offscreen_rendering_mode;
281 int rendertargetlock_mode;
282 unsigned short pci_vendor_id;
283 unsigned short pci_device_id;
284 /* Memory tracking and object counting */
285 unsigned int emulated_textureram;
286 char *logo;
287 int allow_multisampling;
288 } wined3d_settings_t;
290 extern wined3d_settings_t wined3d_settings;
292 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
294 WINED3DSTT_UNKNOWN = 0,
295 WINED3DSTT_1D = 1,
296 WINED3DSTT_2D = 2,
297 WINED3DSTT_CUBE = 3,
298 WINED3DSTT_VOLUME = 4,
299 } WINED3DSAMPLER_TEXTURE_TYPE;
301 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
303 WINED3DSPR_TEMP = 0,
304 WINED3DSPR_INPUT = 1,
305 WINED3DSPR_CONST = 2,
306 WINED3DSPR_ADDR = 3,
307 WINED3DSPR_TEXTURE = 3,
308 WINED3DSPR_RASTOUT = 4,
309 WINED3DSPR_ATTROUT = 5,
310 WINED3DSPR_TEXCRDOUT = 6,
311 WINED3DSPR_OUTPUT = 6,
312 WINED3DSPR_CONSTINT = 7,
313 WINED3DSPR_COLOROUT = 8,
314 WINED3DSPR_DEPTHOUT = 9,
315 WINED3DSPR_SAMPLER = 10,
316 WINED3DSPR_CONST2 = 11,
317 WINED3DSPR_CONST3 = 12,
318 WINED3DSPR_CONST4 = 13,
319 WINED3DSPR_CONSTBOOL = 14,
320 WINED3DSPR_LOOP = 15,
321 WINED3DSPR_TEMPFLOAT16 = 16,
322 WINED3DSPR_MISCTYPE = 17,
323 WINED3DSPR_LABEL = 18,
324 WINED3DSPR_PREDICATE = 19,
325 WINED3DSPR_IMMCONST,
326 } WINED3DSHADER_PARAM_REGISTER_TYPE;
328 enum wined3d_immconst_type
330 WINED3D_IMMCONST_FLOAT,
331 WINED3D_IMMCONST_FLOAT4,
334 typedef enum _WINED3DVS_RASTOUT_OFFSETS
336 WINED3DSRO_POSITION = 0,
337 WINED3DSRO_FOG = 1,
338 WINED3DSRO_POINT_SIZE = 2,
339 } WINED3DVS_RASTOUT_OFFSETS;
341 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
343 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
345 WINED3DSPSM_NONE = 0,
346 WINED3DSPSM_NEG = 1,
347 WINED3DSPSM_BIAS = 2,
348 WINED3DSPSM_BIASNEG = 3,
349 WINED3DSPSM_SIGN = 4,
350 WINED3DSPSM_SIGNNEG = 5,
351 WINED3DSPSM_COMP = 6,
352 WINED3DSPSM_X2 = 7,
353 WINED3DSPSM_X2NEG = 8,
354 WINED3DSPSM_DZ = 9,
355 WINED3DSPSM_DW = 10,
356 WINED3DSPSM_ABS = 11,
357 WINED3DSPSM_ABSNEG = 12,
358 WINED3DSPSM_NOT = 13,
359 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
361 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
362 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
363 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
364 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
365 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
367 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
369 WINED3DSPDM_NONE = 0,
370 WINED3DSPDM_SATURATE = 1,
371 WINED3DSPDM_PARTIALPRECISION = 2,
372 WINED3DSPDM_MSAMPCENTROID = 4,
373 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
375 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
377 WINED3DSIO_NOP = 0,
378 WINED3DSIO_MOV = 1,
379 WINED3DSIO_ADD = 2,
380 WINED3DSIO_SUB = 3,
381 WINED3DSIO_MAD = 4,
382 WINED3DSIO_MUL = 5,
383 WINED3DSIO_RCP = 6,
384 WINED3DSIO_RSQ = 7,
385 WINED3DSIO_DP3 = 8,
386 WINED3DSIO_DP4 = 9,
387 WINED3DSIO_MIN = 10,
388 WINED3DSIO_MAX = 11,
389 WINED3DSIO_SLT = 12,
390 WINED3DSIO_SGE = 13,
391 WINED3DSIO_EXP = 14,
392 WINED3DSIO_LOG = 15,
393 WINED3DSIO_LIT = 16,
394 WINED3DSIO_DST = 17,
395 WINED3DSIO_LRP = 18,
396 WINED3DSIO_FRC = 19,
397 WINED3DSIO_M4x4 = 20,
398 WINED3DSIO_M4x3 = 21,
399 WINED3DSIO_M3x4 = 22,
400 WINED3DSIO_M3x3 = 23,
401 WINED3DSIO_M3x2 = 24,
402 WINED3DSIO_CALL = 25,
403 WINED3DSIO_CALLNZ = 26,
404 WINED3DSIO_LOOP = 27,
405 WINED3DSIO_RET = 28,
406 WINED3DSIO_ENDLOOP = 29,
407 WINED3DSIO_LABEL = 30,
408 WINED3DSIO_DCL = 31,
409 WINED3DSIO_POW = 32,
410 WINED3DSIO_CRS = 33,
411 WINED3DSIO_SGN = 34,
412 WINED3DSIO_ABS = 35,
413 WINED3DSIO_NRM = 36,
414 WINED3DSIO_SINCOS = 37,
415 WINED3DSIO_REP = 38,
416 WINED3DSIO_ENDREP = 39,
417 WINED3DSIO_IF = 40,
418 WINED3DSIO_IFC = 41,
419 WINED3DSIO_ELSE = 42,
420 WINED3DSIO_ENDIF = 43,
421 WINED3DSIO_BREAK = 44,
422 WINED3DSIO_BREAKC = 45,
423 WINED3DSIO_MOVA = 46,
424 WINED3DSIO_DEFB = 47,
425 WINED3DSIO_DEFI = 48,
427 WINED3DSIO_TEXCOORD = 64,
428 WINED3DSIO_TEXKILL = 65,
429 WINED3DSIO_TEX = 66,
430 WINED3DSIO_TEXBEM = 67,
431 WINED3DSIO_TEXBEML = 68,
432 WINED3DSIO_TEXREG2AR = 69,
433 WINED3DSIO_TEXREG2GB = 70,
434 WINED3DSIO_TEXM3x2PAD = 71,
435 WINED3DSIO_TEXM3x2TEX = 72,
436 WINED3DSIO_TEXM3x3PAD = 73,
437 WINED3DSIO_TEXM3x3TEX = 74,
438 WINED3DSIO_TEXM3x3DIFF = 75,
439 WINED3DSIO_TEXM3x3SPEC = 76,
440 WINED3DSIO_TEXM3x3VSPEC = 77,
441 WINED3DSIO_EXPP = 78,
442 WINED3DSIO_LOGP = 79,
443 WINED3DSIO_CND = 80,
444 WINED3DSIO_DEF = 81,
445 WINED3DSIO_TEXREG2RGB = 82,
446 WINED3DSIO_TEXDP3TEX = 83,
447 WINED3DSIO_TEXM3x2DEPTH = 84,
448 WINED3DSIO_TEXDP3 = 85,
449 WINED3DSIO_TEXM3x3 = 86,
450 WINED3DSIO_TEXDEPTH = 87,
451 WINED3DSIO_CMP = 88,
452 WINED3DSIO_BEM = 89,
453 WINED3DSIO_DP2ADD = 90,
454 WINED3DSIO_DSX = 91,
455 WINED3DSIO_DSY = 92,
456 WINED3DSIO_TEXLDD = 93,
457 WINED3DSIO_SETP = 94,
458 WINED3DSIO_TEXLDL = 95,
459 WINED3DSIO_BREAKP = 96,
461 WINED3DSIO_PHASE = 0xfffd,
462 WINED3DSIO_COMMENT = 0xfffe,
463 WINED3DSIO_END = 0Xffff,
464 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
466 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
467 #define WINED3DSI_TEXLD_PROJECT 1
468 #define WINED3DSI_TEXLD_BIAS 2
470 typedef enum COMPARISON_TYPE
472 COMPARISON_GT = 1,
473 COMPARISON_EQ = 2,
474 COMPARISON_GE = 3,
475 COMPARISON_LT = 4,
476 COMPARISON_NE = 5,
477 COMPARISON_LE = 6,
478 } COMPARISON_TYPE;
480 #define WINED3D_SM1_VS 0xfffe
481 #define WINED3D_SM1_PS 0xffff
482 #define WINED3D_SM4_PS 0x0000
483 #define WINED3D_SM4_VS 0x0001
484 #define WINED3D_SM4_GS 0x0002
486 /* Shader version tokens, and shader end tokens */
487 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
488 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
489 #define WINED3DSHADER_VERSION_MAJOR(version) (((version) >> 8) & 0xff)
490 #define WINED3DSHADER_VERSION_MINOR(version) (((version) >> 0) & 0xff)
492 /* Shader backends */
494 /* TODO: Make this dynamic, based on shader limits ? */
495 #define MAX_ATTRIBS 16
496 #define MAX_REG_ADDR 1
497 #define MAX_REG_TEMP 32
498 #define MAX_REG_TEXCRD 8
499 #define MAX_REG_INPUT 12
500 #define MAX_REG_OUTPUT 12
501 #define MAX_CONST_I 16
502 #define MAX_CONST_B 16
504 /* FIXME: This needs to go up to 2048 for
505 * Shader model 3 according to msdn (and for software shaders) */
506 #define MAX_LABELS 16
508 #define SHADER_PGMSIZE 65535
509 typedef struct SHADER_BUFFER {
510 char* buffer;
511 unsigned int bsize;
512 unsigned int lineNo;
513 BOOL newline;
514 } SHADER_BUFFER;
516 enum WINED3D_SHADER_INSTRUCTION_HANDLER
518 WINED3DSIH_ABS,
519 WINED3DSIH_ADD,
520 WINED3DSIH_BEM,
521 WINED3DSIH_BREAK,
522 WINED3DSIH_BREAKC,
523 WINED3DSIH_BREAKP,
524 WINED3DSIH_CALL,
525 WINED3DSIH_CALLNZ,
526 WINED3DSIH_CMP,
527 WINED3DSIH_CND,
528 WINED3DSIH_CRS,
529 WINED3DSIH_DCL,
530 WINED3DSIH_DEF,
531 WINED3DSIH_DEFB,
532 WINED3DSIH_DEFI,
533 WINED3DSIH_DP2ADD,
534 WINED3DSIH_DP3,
535 WINED3DSIH_DP4,
536 WINED3DSIH_DST,
537 WINED3DSIH_DSX,
538 WINED3DSIH_DSY,
539 WINED3DSIH_ELSE,
540 WINED3DSIH_ENDIF,
541 WINED3DSIH_ENDLOOP,
542 WINED3DSIH_ENDREP,
543 WINED3DSIH_EXP,
544 WINED3DSIH_EXPP,
545 WINED3DSIH_FRC,
546 WINED3DSIH_IF,
547 WINED3DSIH_IFC,
548 WINED3DSIH_LABEL,
549 WINED3DSIH_LIT,
550 WINED3DSIH_LOG,
551 WINED3DSIH_LOGP,
552 WINED3DSIH_LOOP,
553 WINED3DSIH_LRP,
554 WINED3DSIH_M3x2,
555 WINED3DSIH_M3x3,
556 WINED3DSIH_M3x4,
557 WINED3DSIH_M4x3,
558 WINED3DSIH_M4x4,
559 WINED3DSIH_MAD,
560 WINED3DSIH_MAX,
561 WINED3DSIH_MIN,
562 WINED3DSIH_MOV,
563 WINED3DSIH_MOVA,
564 WINED3DSIH_MUL,
565 WINED3DSIH_NOP,
566 WINED3DSIH_NRM,
567 WINED3DSIH_PHASE,
568 WINED3DSIH_POW,
569 WINED3DSIH_RCP,
570 WINED3DSIH_REP,
571 WINED3DSIH_RET,
572 WINED3DSIH_RSQ,
573 WINED3DSIH_SETP,
574 WINED3DSIH_SGE,
575 WINED3DSIH_SGN,
576 WINED3DSIH_SINCOS,
577 WINED3DSIH_SLT,
578 WINED3DSIH_SUB,
579 WINED3DSIH_TEX,
580 WINED3DSIH_TEXBEM,
581 WINED3DSIH_TEXBEML,
582 WINED3DSIH_TEXCOORD,
583 WINED3DSIH_TEXDEPTH,
584 WINED3DSIH_TEXDP3,
585 WINED3DSIH_TEXDP3TEX,
586 WINED3DSIH_TEXKILL,
587 WINED3DSIH_TEXLDD,
588 WINED3DSIH_TEXLDL,
589 WINED3DSIH_TEXM3x2DEPTH,
590 WINED3DSIH_TEXM3x2PAD,
591 WINED3DSIH_TEXM3x2TEX,
592 WINED3DSIH_TEXM3x3,
593 WINED3DSIH_TEXM3x3DIFF,
594 WINED3DSIH_TEXM3x3PAD,
595 WINED3DSIH_TEXM3x3SPEC,
596 WINED3DSIH_TEXM3x3TEX,
597 WINED3DSIH_TEXM3x3VSPEC,
598 WINED3DSIH_TEXREG2AR,
599 WINED3DSIH_TEXREG2GB,
600 WINED3DSIH_TEXREG2RGB,
601 WINED3DSIH_TABLE_SIZE
604 typedef struct shader_reg_maps
606 DWORD shader_version;
607 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
608 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
609 char address[MAX_REG_ADDR]; /* vertex */
610 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
611 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
612 char attributes[MAX_ATTRIBS]; /* vertex */
613 char labels[MAX_LABELS]; /* pixel, vertex */
614 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
615 WORD integer_constants; /* MAX_CONST_I, 16 */
616 WORD boolean_constants; /* MAX_CONST_B, 16 */
618 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
619 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
620 char usesnrm, vpos, usesdsy, usestexldd;
621 char usesrelconstF;
623 /* Whether or not loops are used in this shader, and nesting depth */
624 unsigned loop_depth;
626 /* Whether or not this shader uses fog */
627 char fog;
629 } shader_reg_maps;
631 struct wined3d_shader_context
633 IWineD3DBaseShader *shader;
634 const struct shader_reg_maps *reg_maps;
635 SHADER_BUFFER *buffer;
638 struct wined3d_shader_dst_param
640 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
641 UINT register_idx;
642 DWORD write_mask;
643 DWORD modifiers;
644 DWORD shift;
645 const struct wined3d_shader_src_param *rel_addr;
648 struct wined3d_shader_src_param
650 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
651 UINT register_idx;
652 DWORD swizzle;
653 DWORD modifiers;
654 const struct wined3d_shader_src_param *rel_addr;
655 enum wined3d_immconst_type immconst_type;
656 DWORD immconst_data[4];
659 struct wined3d_shader_instruction
661 const struct wined3d_shader_context *ctx;
662 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
663 DWORD flags;
664 BOOL coissue;
665 DWORD predicate;
666 UINT dst_count;
667 const struct wined3d_shader_dst_param *dst;
668 UINT src_count;
669 const struct wined3d_shader_src_param *src;
672 struct wined3d_shader_semantic
674 WINED3DDECLUSAGE usage;
675 UINT usage_idx;
676 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
677 struct wined3d_shader_dst_param reg;
680 struct wined3d_shader_frontend
682 void *(*shader_init)(const DWORD *ptr);
683 void (*shader_free)(void *data);
684 void (*shader_read_header)(void *data, const DWORD **ptr, DWORD *shader_version);
685 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins,
686 UINT *param_size, DWORD shader_version);
687 void (*shader_read_src_param)(const DWORD **ptr, struct wined3d_shader_src_param *src_param,
688 struct wined3d_shader_src_param *src_rel_addr, DWORD shader_version);
689 void (*shader_read_dst_param)(const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
690 struct wined3d_shader_src_param *dst_rel_addr, DWORD shader_version);
691 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
692 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
693 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
696 extern const struct wined3d_shader_frontend sm1_shader_frontend;
697 extern const struct wined3d_shader_frontend sm4_shader_frontend;
699 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
701 struct shader_caps {
702 DWORD VertexShaderVersion;
703 DWORD MaxVertexShaderConst;
705 DWORD PixelShaderVersion;
706 float PixelShader1xMaxValue;
707 DWORD MaxPixelShaderConst;
709 WINED3DVSHADERCAPS2_0 VS20Caps;
710 WINED3DPSHADERCAPS2_0 PS20Caps;
712 DWORD MaxVShaderInstructionsExecuted;
713 DWORD MaxPShaderInstructionsExecuted;
714 DWORD MaxVertexShader30InstructionSlots;
715 DWORD MaxPixelShader30InstructionSlots;
718 enum tex_types
720 tex_1d = 0,
721 tex_2d = 1,
722 tex_3d = 2,
723 tex_cube = 3,
724 tex_rect = 4,
725 tex_type_count = 5,
728 enum vertexprocessing_mode {
729 fixedfunction,
730 vertexshader,
731 pretransformed
734 #define WINED3D_CONST_NUM_UNUSED ~0U
736 struct stb_const_desc {
737 unsigned char texunit;
738 UINT const_num;
741 enum fogmode {
742 FOG_OFF,
743 FOG_LINEAR,
744 FOG_EXP,
745 FOG_EXP2
748 /* Stateblock dependent parameters which have to be hardcoded
749 * into the shader code
751 struct ps_compile_args {
752 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
753 enum vertexprocessing_mode vp_mode;
754 enum fogmode fog;
755 /* Projected textures(ps 1.0-1.3) */
756 /* Texture types(2D, Cube, 3D) in ps 1.x */
757 BOOL srgb_correction;
758 WORD np2_fixup;
759 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
760 D3D9 has a limit of 16 samplers and the fixup is superfluous
761 in D3D10 (unconditional NP2 support mandatory). */
764 enum fog_src_type {
765 VS_FOG_Z = 0,
766 VS_FOG_COORD = 1
769 struct vs_compile_args {
770 WORD fog_src;
771 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
774 typedef struct {
775 const SHADER_HANDLER *shader_instruction_handler_table;
776 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
777 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
778 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
779 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
780 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
781 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
782 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
783 void (*shader_destroy)(IWineD3DBaseShader *iface);
784 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
785 void (*shader_free_private)(IWineD3DDevice *iface);
786 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
787 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
788 SHADER_BUFFER *buffer, const struct ps_compile_args *args);
789 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
790 SHADER_BUFFER *buffer, const struct vs_compile_args *args);
791 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
792 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
793 } shader_backend_t;
795 extern const shader_backend_t glsl_shader_backend;
796 extern const shader_backend_t arb_program_shader_backend;
797 extern const shader_backend_t none_shader_backend;
799 /* X11 locking */
801 extern void (* CDECL wine_tsx11_lock_ptr)(void);
802 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
804 /* As GLX relies on X, this is needed */
805 extern int num_lock;
807 #if 0
808 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
809 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
810 #else
811 #define ENTER_GL() wine_tsx11_lock_ptr()
812 #define LEAVE_GL() wine_tsx11_unlock_ptr()
813 #endif
815 /*****************************************************************************
816 * Defines
819 /* GL related defines */
820 /* ------------------ */
821 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
822 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
823 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
824 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
826 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
827 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
828 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
829 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
831 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
832 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
833 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
834 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
836 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
837 (vec)[0] = D3DCOLOR_R(dw); \
838 (vec)[1] = D3DCOLOR_G(dw); \
839 (vec)[2] = D3DCOLOR_B(dw); \
840 (vec)[3] = D3DCOLOR_A(dw); \
841 } while(0)
843 /* DirectX Device Limits */
844 /* --------------------- */
845 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
846 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
847 See MaxStreams in MSDN under GetDeviceCaps */
848 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
850 /* Checking of API calls */
851 /* --------------------- */
852 #ifndef WINE_NO_DEBUG_MSGS
853 #define checkGLcall(A) \
854 do { \
855 GLint err = glGetError(); \
856 if (err == GL_NO_ERROR) { \
857 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
859 } else do { \
860 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
861 debug_glerror(err), err, A, __FILE__, __LINE__); \
862 err = glGetError(); \
863 } while (err != GL_NO_ERROR); \
864 } while(0)
865 #else
866 #define checkGLcall(A) do {} while(0)
867 #endif
869 /* Trace routines / diagnostics */
870 /* ---------------------------- */
872 /* Dump out a matrix and copy it */
873 #define conv_mat(mat,gl_mat) \
874 do { \
875 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
876 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
877 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
878 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
879 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
880 } while (0)
882 /* Macro to dump out the current state of the light chain */
883 #define DUMP_LIGHT_CHAIN() \
884 do { \
885 PLIGHTINFOEL *el = This->stateBlock->lights;\
886 while (el) { \
887 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
888 el = el->next; \
890 } while(0)
892 /* Trace vector and strided data information */
893 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
894 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
895 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
896 si->elements[name].buffer_object, si->elements[name].stream_idx);
898 /* Defines used for optimizations */
900 /* Only reapply what is necessary */
901 #define REAPPLY_ALPHAOP 0x0001
902 #define REAPPLY_ALL 0xFFFF
904 /* Advance declaration of structures to satisfy compiler */
905 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
906 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
907 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
908 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
910 /* Global variables */
911 extern const float identity[16];
913 /*****************************************************************************
914 * Compilable extra diagnostics
917 /* Trace information per-vertex: (extremely high amount of trace) */
918 #if 0 /* NOTE: Must be 0 in cvs */
919 # define VTRACE(A) TRACE A
920 #else
921 # define VTRACE(A)
922 #endif
924 /* TODO: Confirm each of these works when wined3d move completed */
925 #if 0 /* NOTE: Must be 0 in cvs */
926 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
927 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
928 is enabled, and if it doesn't exist it is disabled. */
929 # define FRAME_DEBUGGING
930 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
931 the file is deleted */
932 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
933 # define SINGLE_FRAME_DEBUGGING
934 # endif
935 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
936 It can only be enabled when FRAME_DEBUGGING is also enabled
937 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
938 array is drawn. */
939 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
940 # define SHOW_FRAME_MAKEUP 1
941 # endif
942 /* The following, when enabled, lets you see the makeup of the all the textures used during each
943 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
944 The contents of the textures assigned to each stage are written into
945 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
946 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
947 # define SHOW_TEXTURE_MAKEUP 0
948 # endif
949 extern BOOL isOn;
950 extern BOOL isDumpingFrames;
951 extern LONG primCounter;
952 #endif
954 enum wined3d_ffp_idx
956 WINED3D_FFP_POSITION = 0,
957 WINED3D_FFP_BLENDWEIGHT = 1,
958 WINED3D_FFP_BLENDINDICES = 2,
959 WINED3D_FFP_NORMAL = 3,
960 WINED3D_FFP_PSIZE = 4,
961 WINED3D_FFP_DIFFUSE = 5,
962 WINED3D_FFP_SPECULAR = 6,
963 WINED3D_FFP_TEXCOORD0 = 7,
964 WINED3D_FFP_TEXCOORD1 = 8,
965 WINED3D_FFP_TEXCOORD2 = 9,
966 WINED3D_FFP_TEXCOORD3 = 10,
967 WINED3D_FFP_TEXCOORD4 = 11,
968 WINED3D_FFP_TEXCOORD5 = 12,
969 WINED3D_FFP_TEXCOORD6 = 13,
970 WINED3D_FFP_TEXCOORD7 = 14,
973 enum wined3d_ffp_emit_idx
975 WINED3D_FFP_EMIT_FLOAT1 = 0,
976 WINED3D_FFP_EMIT_FLOAT2 = 1,
977 WINED3D_FFP_EMIT_FLOAT3 = 2,
978 WINED3D_FFP_EMIT_FLOAT4 = 3,
979 WINED3D_FFP_EMIT_D3DCOLOR = 4,
980 WINED3D_FFP_EMIT_UBYTE4 = 5,
981 WINED3D_FFP_EMIT_SHORT2 = 6,
982 WINED3D_FFP_EMIT_SHORT4 = 7,
983 WINED3D_FFP_EMIT_UBYTE4N = 8,
984 WINED3D_FFP_EMIT_SHORT2N = 9,
985 WINED3D_FFP_EMIT_SHORT4N = 10,
986 WINED3D_FFP_EMIT_USHORT2N = 11,
987 WINED3D_FFP_EMIT_USHORT4N = 12,
988 WINED3D_FFP_EMIT_UDEC3 = 13,
989 WINED3D_FFP_EMIT_DEC3N = 14,
990 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
991 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
992 WINED3D_FFP_EMIT_COUNT = 17
995 struct wined3d_stream_info_element
997 const struct GlPixelFormatDesc *format_desc;
998 GLsizei stride;
999 const BYTE *data;
1000 UINT stream_idx;
1001 GLuint buffer_object;
1004 struct wined3d_stream_info
1006 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1007 BOOL position_transformed;
1008 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1009 WORD use_map; /* MAX_ATTRIBS, 16 */
1012 /*****************************************************************************
1013 * Prototypes
1016 /* Routine common to the draw primitive and draw indexed primitive routines */
1017 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1018 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1019 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1021 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1022 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1023 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1024 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1025 extern glAttribFunc specular_func_3ubv;
1026 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1027 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1028 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1030 #define eps 1e-8
1032 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1033 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1035 /* Routines and structures related to state management */
1036 typedef struct WineD3DContext WineD3DContext;
1037 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1039 #define STATE_RENDER(a) (a)
1040 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1042 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1043 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1045 /* + 1 because samplers start with 0 */
1046 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1047 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1049 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1050 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1052 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1053 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1055 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1056 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1057 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1058 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1060 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1061 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1063 #define STATE_VSHADER (STATE_VDECL + 1)
1064 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1066 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1067 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1069 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1070 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1071 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1072 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1074 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1075 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1077 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1078 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1080 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1081 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1083 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1085 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1087 #define STATE_HIGHEST (STATE_FRONTFACE)
1089 struct StateEntry
1091 DWORD representative;
1092 APPLYSTATEFUNC apply;
1095 struct StateEntryTemplate
1097 DWORD state;
1098 struct StateEntry content;
1099 GL_SupportedExt extension;
1102 struct fragment_caps {
1103 DWORD PrimitiveMiscCaps;
1105 DWORD TextureOpCaps;
1106 DWORD MaxTextureBlendStages;
1107 DWORD MaxSimultaneousTextures;
1110 struct fragment_pipeline {
1111 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1112 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1113 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1114 void (*free_private)(IWineD3DDevice *iface);
1115 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1116 const struct StateEntryTemplate *states;
1117 BOOL ffp_proj_control;
1120 extern const struct StateEntryTemplate misc_state_template[];
1121 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1122 extern const struct fragment_pipeline ffp_fragment_pipeline;
1123 extern const struct fragment_pipeline atifs_fragment_pipeline;
1124 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1125 extern const struct fragment_pipeline nvts_fragment_pipeline;
1126 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1128 /* "Base" state table */
1129 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1130 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1131 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1133 /* Shaders for color conversions in blits */
1134 struct blit_shader {
1135 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1136 void (*free_private)(IWineD3DDevice *iface);
1137 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1138 GLenum textype, UINT width, UINT height);
1139 void (*unset_shader)(IWineD3DDevice *iface);
1140 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1143 extern const struct blit_shader ffp_blit;
1144 extern const struct blit_shader arbfp_blit;
1146 enum fogsource {
1147 FOGSOURCE_FFP,
1148 FOGSOURCE_VS,
1149 FOGSOURCE_COORD,
1152 /* The new context manager that should deal with onscreen and offscreen rendering */
1153 struct WineD3DContext {
1154 /* State dirtification
1155 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1156 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1157 * 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
1158 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1160 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1161 DWORD numDirtyEntries;
1162 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1164 IWineD3DSurface *surface;
1165 DWORD tid; /* Thread ID which owns this context at the moment */
1167 /* Stores some information about the context state for optimization */
1168 WORD draw_buffer_dirty : 1;
1169 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1170 WORD last_was_pshader : 1;
1171 WORD last_was_vshader : 1;
1172 WORD namedArraysLoaded : 1;
1173 WORD numberedArraysLoaded : 1;
1174 WORD last_was_blit : 1;
1175 WORD last_was_ckey : 1;
1176 WORD fog_coord : 1;
1177 WORD isPBuffer : 1;
1178 WORD fog_enabled : 1;
1179 WORD num_untracked_materials : 2; /* Max value 2 */
1180 WORD padding : 3;
1181 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1182 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1183 DWORD numbered_array_mask;
1184 GLenum tracking_parm; /* Which source is tracking current colour */
1185 GLenum untracked_materials[2];
1186 UINT blit_w, blit_h;
1187 enum fogsource fog_source;
1189 char *vshader_const_dirty, *pshader_const_dirty;
1191 /* The actual opengl context */
1192 HGLRC glCtx;
1193 HWND win_handle;
1194 HDC hdc;
1195 HPBUFFERARB pbuffer;
1196 GLint aux_buffers;
1198 /* FBOs */
1199 struct list fbo_list;
1200 struct fbo_entry *current_fbo;
1201 GLuint src_fbo;
1202 GLuint dst_fbo;
1204 /* Extension emulation */
1205 GLint gl_fog_source;
1206 GLfloat fog_coord_value;
1207 GLfloat color[4], fogstart, fogend, fogcolor[4];
1210 typedef enum ContextUsage {
1211 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1212 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1213 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1214 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1215 } ContextUsage;
1217 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1218 WineD3DContext *getActiveContext(void);
1219 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1220 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1221 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1222 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1223 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1224 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1226 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1227 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1229 /* Macros for doing basic GPU detection based on opengl capabilities */
1230 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1231 #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])
1232 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1233 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1235 /* Default callbacks for implicit object destruction */
1236 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1238 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1240 /*****************************************************************************
1241 * Internal representation of a light
1243 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1244 struct PLIGHTINFOEL {
1245 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1246 DWORD OriginalIndex;
1247 LONG glIndex;
1248 BOOL changed;
1249 BOOL enabledChanged;
1250 BOOL enabled;
1252 /* Converted parms to speed up swapping lights */
1253 float lightPosn[4];
1254 float lightDirn[4];
1255 float exponent;
1256 float cutoff;
1258 struct list entry;
1261 /* The default light parameters */
1262 extern const WINED3DLIGHT WINED3D_default_light;
1264 typedef struct WineD3D_PixelFormat
1266 int iPixelFormat; /* WGL pixel format */
1267 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1268 int redSize, greenSize, blueSize, alphaSize;
1269 int depthSize, stencilSize;
1270 BOOL windowDrawable;
1271 BOOL pbufferDrawable;
1272 BOOL doubleBuffer;
1273 int auxBuffers;
1274 int numSamples;
1275 } WineD3D_PixelFormat;
1277 /* The adapter structure */
1278 struct WineD3DAdapter
1280 UINT num;
1281 BOOL opengl;
1282 POINT monitorPoint;
1283 WineD3D_GL_Info gl_info;
1284 const char *driver;
1285 const char *description;
1286 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1287 int nCfgs;
1288 WineD3D_PixelFormat *cfgs;
1289 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1290 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1291 unsigned int UsedTextureRam;
1294 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1295 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1296 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1297 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1299 /*****************************************************************************
1300 * High order patch management
1302 struct WineD3DRectPatch
1304 UINT Handle;
1305 float *mem;
1306 WineDirect3DVertexStridedData strided;
1307 WINED3DRECTPATCH_INFO RectPatchInfo;
1308 float numSegs[4];
1309 char has_normals, has_texcoords;
1310 struct list entry;
1313 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1315 enum projection_types
1317 proj_none = 0,
1318 proj_count3 = 1,
1319 proj_count4 = 2
1322 enum dst_arg
1324 resultreg = 0,
1325 tempreg = 1
1328 /*****************************************************************************
1329 * Fixed function pipeline replacements
1331 #define ARG_UNUSED 0xff
1332 struct texture_stage_op
1334 unsigned cop : 8;
1335 unsigned carg1 : 8;
1336 unsigned carg2 : 8;
1337 unsigned carg0 : 8;
1339 unsigned aop : 8;
1340 unsigned aarg1 : 8;
1341 unsigned aarg2 : 8;
1342 unsigned aarg0 : 8;
1344 struct color_fixup_desc color_fixup;
1345 unsigned tex_type : 3;
1346 unsigned dst : 1;
1347 unsigned projected : 2;
1348 unsigned padding : 10;
1351 struct ffp_frag_settings {
1352 struct texture_stage_op op[MAX_TEXTURES];
1353 enum fogmode fog;
1354 /* Use an int instead of a char to get dword alignment */
1355 unsigned int sRGB_write;
1358 struct ffp_frag_desc
1360 struct ffp_frag_settings settings;
1363 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1364 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1365 const struct ffp_frag_settings *settings);
1366 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1367 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1368 unsigned int ffp_frag_program_key_hash(const void *key);
1370 /*****************************************************************************
1371 * IWineD3D implementation structure
1373 typedef struct IWineD3DImpl
1375 /* IUnknown fields */
1376 const IWineD3DVtbl *lpVtbl;
1377 LONG ref; /* Note: Ref counting not required */
1379 /* WineD3D Information */
1380 IUnknown *parent;
1381 UINT dxVersion;
1383 UINT adapter_count;
1384 struct WineD3DAdapter adapters[1];
1385 } IWineD3DImpl;
1387 extern const IWineD3DVtbl IWineD3D_Vtbl;
1389 BOOL InitAdapters(IWineD3DImpl *This);
1391 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1392 (since it will break quite a few things until contexts are managed properly!) */
1393 extern BOOL pbuffer_support;
1394 /* allocate one pbuffer per surface */
1395 extern BOOL pbuffer_per_surface;
1397 /* A helper function that dumps a resource list */
1398 void dumpResources(struct list *list);
1400 /*****************************************************************************
1401 * IWineD3DDevice implementation structure
1403 #define WINED3D_UNMAPPED_STAGE ~0U
1405 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1406 #define WINED3DCREATE_MULTITHREADED 0x00000004
1408 struct IWineD3DDeviceImpl
1410 /* IUnknown fields */
1411 const IWineD3DDeviceVtbl *lpVtbl;
1412 LONG ref; /* Note: Ref counting not required */
1414 /* WineD3D Information */
1415 IUnknown *parent;
1416 IWineD3DDeviceParent *device_parent;
1417 IWineD3D *wineD3D;
1418 struct WineD3DAdapter *adapter;
1420 /* Window styles to restore when switching fullscreen mode */
1421 LONG style;
1422 LONG exStyle;
1424 /* X and GL Information */
1425 GLint maxConcurrentLights;
1426 GLenum offscreenBuffer;
1428 /* Selected capabilities */
1429 int vs_selected_mode;
1430 int ps_selected_mode;
1431 const shader_backend_t *shader_backend;
1432 void *shader_priv;
1433 void *fragment_priv;
1434 void *blit_priv;
1435 struct StateEntry StateTable[STATE_HIGHEST + 1];
1436 /* Array of functions for states which are handled by more than one pipeline part */
1437 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1438 const struct fragment_pipeline *frag_pipe;
1439 const struct blit_shader *blitter;
1441 unsigned int max_ffp_textures, max_ffp_texture_stages;
1442 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1444 WORD view_ident : 1; /* true iff view matrix is identity */
1445 WORD untransformed : 1;
1446 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1447 WORD isRecordingState : 1;
1448 WORD isInDraw : 1;
1449 WORD render_offscreen : 1;
1450 WORD bCursorVisible : 1;
1451 WORD haveHardwareCursor : 1;
1452 WORD d3d_initialized : 1;
1453 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1454 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1455 WORD useDrawStridedSlow : 1;
1456 WORD instancedDraw : 1;
1457 WORD padding : 3;
1459 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1461 #define DDRAW_PITCH_ALIGNMENT 8
1462 #define D3D8_PITCH_ALIGNMENT 4
1463 unsigned char surface_alignment; /* Line Alignment of surfaces */
1465 /* State block related */
1466 IWineD3DStateBlockImpl *stateBlock;
1467 IWineD3DStateBlockImpl *updateStateBlock;
1469 /* Internal use fields */
1470 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1471 UINT adapterNo;
1472 WINED3DDEVTYPE devType;
1474 IWineD3DSwapChain **swapchains;
1475 UINT NumberOfSwapChains;
1477 struct list resources; /* a linked list to track resources created by the device */
1478 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1479 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1481 /* Render Target Support */
1482 IWineD3DSurface **render_targets;
1483 IWineD3DSurface *auto_depth_stencil_buffer;
1484 IWineD3DSurface *stencilBufferTarget;
1486 /* Caches to avoid unneeded context changes */
1487 IWineD3DSurface *lastActiveRenderTarget;
1488 IWineD3DSwapChain *lastActiveSwapChain;
1490 /* palettes texture management */
1491 UINT NumberOfPalettes;
1492 PALETTEENTRY **palettes;
1493 UINT currentPalette;
1494 UINT paletteConversionShader;
1496 /* For rendering to a texture using glCopyTexImage */
1497 GLenum *draw_buffers;
1498 GLuint depth_blt_texture;
1499 GLuint depth_blt_rb;
1500 UINT depth_blt_rb_w;
1501 UINT depth_blt_rb_h;
1503 /* Cursor management */
1504 UINT xHotSpot;
1505 UINT yHotSpot;
1506 UINT xScreenSpace;
1507 UINT yScreenSpace;
1508 UINT cursorWidth, cursorHeight;
1509 GLuint cursorTexture;
1510 HCURSOR hardwareCursor;
1512 /* The Wine logo surface */
1513 IWineD3DSurface *logo_surface;
1515 /* Textures for when no other textures are mapped */
1516 UINT dummyTextureName[MAX_TEXTURES];
1518 /* Device state management */
1519 HRESULT state;
1521 /* DirectDraw stuff */
1522 DWORD ddraw_width, ddraw_height;
1523 WINED3DFORMAT ddraw_format;
1525 /* Final position fixup constant */
1526 float posFixup[4];
1528 /* With register combiners we can skip junk texture stages */
1529 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1530 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1532 /* Stream source management */
1533 struct wined3d_stream_info strided_streams;
1534 const WineDirect3DVertexStridedData *up_strided;
1536 /* Context management */
1537 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1538 WineD3DContext *activeContext;
1539 DWORD lastThread;
1540 UINT numContexts;
1541 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1542 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1544 /* High level patch management */
1545 #define PATCHMAP_SIZE 43
1546 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1547 struct list patches[PATCHMAP_SIZE];
1548 struct WineD3DRectPatch *currentPatch;
1551 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1553 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1554 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1555 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1556 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1557 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1558 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1559 float Z, DWORD Stencil);
1560 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1561 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1562 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1563 DWORD idx = state >> 5;
1564 BYTE shift = state & 0x1f;
1565 return context->isStateDirty[idx] & (1 << shift);
1568 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1569 typedef struct PrivateData
1571 struct list entry;
1573 GUID tag;
1574 DWORD flags; /* DDSPD_* */
1576 union
1578 LPVOID data;
1579 LPUNKNOWN object;
1580 } ptr;
1582 DWORD size;
1583 } PrivateData;
1585 /*****************************************************************************
1586 * IWineD3DResource implementation structure
1588 typedef struct IWineD3DResourceClass
1590 /* IUnknown fields */
1591 LONG ref; /* Note: Ref counting not required */
1593 /* WineD3DResource Information */
1594 IUnknown *parent;
1595 WINED3DRESOURCETYPE resourceType;
1596 IWineD3DDeviceImpl *wineD3DDevice;
1597 WINED3DPOOL pool;
1598 UINT size;
1599 DWORD usage;
1600 const struct GlPixelFormatDesc *format_desc;
1601 DWORD priority;
1602 BYTE *allocatedMemory; /* Pointer to the real data location */
1603 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1604 struct list privateData;
1605 struct list resource_list_entry;
1607 } IWineD3DResourceClass;
1609 typedef struct IWineD3DResourceImpl
1611 /* IUnknown & WineD3DResource Information */
1612 const IWineD3DResourceVtbl *lpVtbl;
1613 IWineD3DResourceClass resource;
1614 } IWineD3DResourceImpl;
1616 void resource_cleanup(IWineD3DResource *iface);
1617 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1618 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1619 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1620 DWORD resource_get_priority(IWineD3DResource *iface);
1621 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1622 void *data, DWORD *data_size);
1623 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1624 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1625 WINED3DPOOL pool, IUnknown *parent);
1626 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1627 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1628 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1629 const void *data, DWORD data_size, DWORD flags);
1631 /* Tests show that the start address of resources is 32 byte aligned */
1632 #define RESOURCE_ALIGNMENT 32
1634 /*****************************************************************************
1635 * IWineD3DBaseTexture D3D- > openGL state map lookups
1637 #define WINED3DFUNC_NOTSUPPORTED -2
1638 #define WINED3DFUNC_UNIMPLEMENTED -1
1640 typedef enum winetexturestates {
1641 WINED3DTEXSTA_ADDRESSU = 0,
1642 WINED3DTEXSTA_ADDRESSV = 1,
1643 WINED3DTEXSTA_ADDRESSW = 2,
1644 WINED3DTEXSTA_BORDERCOLOR = 3,
1645 WINED3DTEXSTA_MAGFILTER = 4,
1646 WINED3DTEXSTA_MINFILTER = 5,
1647 WINED3DTEXSTA_MIPFILTER = 6,
1648 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1649 WINED3DTEXSTA_MAXANISOTROPY = 8,
1650 WINED3DTEXSTA_SRGBTEXTURE = 9,
1651 WINED3DTEXSTA_ELEMENTINDEX = 10,
1652 WINED3DTEXSTA_DMAPOFFSET = 11,
1653 WINED3DTEXSTA_TSSADDRESSW = 12,
1654 MAX_WINETEXTURESTATES = 13,
1655 } winetexturestates;
1657 enum WINED3DSRGB
1659 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1660 SRGB_RGB = 1, /* Loads the rgb texture */
1661 SRGB_SRGB = 2, /* Loads the srgb texture */
1662 SRGB_BOTH = 3, /* Loads both textures */
1665 /*****************************************************************************
1666 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1668 typedef struct IWineD3DBaseTextureClass
1670 DWORD states[MAX_WINETEXTURESTATES];
1671 DWORD srgbstates[MAX_WINETEXTURESTATES];
1672 UINT levels;
1673 BOOL dirty, srgbDirty;
1674 UINT textureName, srgbTextureName;
1675 float pow2Matrix[16];
1676 UINT LOD;
1677 WINED3DTEXTUREFILTERTYPE filterType;
1678 LONG bindCount;
1679 DWORD sampler;
1680 BOOL is_srgb;
1681 BOOL pow2Matrix_identity;
1682 const struct min_lookup *minMipLookup;
1683 const GLenum *magLookup;
1684 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1685 } IWineD3DBaseTextureClass;
1687 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1688 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1689 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1690 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1692 typedef struct IWineD3DBaseTextureImpl
1694 /* IUnknown & WineD3DResource Information */
1695 const IWineD3DBaseTextureVtbl *lpVtbl;
1696 IWineD3DResourceClass resource;
1697 IWineD3DBaseTextureClass baseTexture;
1699 } IWineD3DBaseTextureImpl;
1701 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1702 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1703 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1704 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1705 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1706 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1707 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1708 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1709 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1710 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1711 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1712 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1713 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1714 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1715 void basetexture_unload(IWineD3DBaseTexture *iface);
1716 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1717 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1718 This->baseTexture.is_srgb = srgb;
1721 /*****************************************************************************
1722 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1724 typedef struct IWineD3DTextureImpl
1726 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1727 const IWineD3DTextureVtbl *lpVtbl;
1728 IWineD3DResourceClass resource;
1729 IWineD3DBaseTextureClass baseTexture;
1731 /* IWineD3DTexture */
1732 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1733 UINT target;
1734 BOOL cond_np2;
1736 } IWineD3DTextureImpl;
1738 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1740 /*****************************************************************************
1741 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1743 typedef struct IWineD3DCubeTextureImpl
1745 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1746 const IWineD3DCubeTextureVtbl *lpVtbl;
1747 IWineD3DResourceClass resource;
1748 IWineD3DBaseTextureClass baseTexture;
1750 /* IWineD3DCubeTexture */
1751 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1752 } IWineD3DCubeTextureImpl;
1754 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1756 typedef struct _WINED3DVOLUMET_DESC
1758 UINT Width;
1759 UINT Height;
1760 UINT Depth;
1761 } WINED3DVOLUMET_DESC;
1763 /*****************************************************************************
1764 * IWineD3DVolume implementation structure (extends IUnknown)
1766 typedef struct IWineD3DVolumeImpl
1768 /* IUnknown & WineD3DResource fields */
1769 const IWineD3DVolumeVtbl *lpVtbl;
1770 IWineD3DResourceClass resource;
1772 /* WineD3DVolume Information */
1773 WINED3DVOLUMET_DESC currentDesc;
1774 IWineD3DBase *container;
1775 BOOL lockable;
1776 BOOL locked;
1777 WINED3DBOX lockedBox;
1778 WINED3DBOX dirtyBox;
1779 BOOL dirty;
1780 } IWineD3DVolumeImpl;
1782 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1784 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1786 /*****************************************************************************
1787 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1789 typedef struct IWineD3DVolumeTextureImpl
1791 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1792 const IWineD3DVolumeTextureVtbl *lpVtbl;
1793 IWineD3DResourceClass resource;
1794 IWineD3DBaseTextureClass baseTexture;
1796 /* IWineD3DVolumeTexture */
1797 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1798 } IWineD3DVolumeTextureImpl;
1800 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1802 typedef struct _WINED3DSURFACET_DESC
1804 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1805 DWORD MultiSampleQuality;
1806 UINT Width;
1807 UINT Height;
1808 } WINED3DSURFACET_DESC;
1810 /*****************************************************************************
1811 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1813 typedef struct wineD3DSurface_DIB {
1814 HBITMAP DIBsection;
1815 void* bitmap_data;
1816 UINT bitmap_size;
1817 HGDIOBJ holdbitmap;
1818 BOOL client_memory;
1819 } wineD3DSurface_DIB;
1821 typedef struct {
1822 struct list entry;
1823 GLuint id;
1824 UINT width;
1825 UINT height;
1826 } renderbuffer_entry_t;
1828 struct fbo_entry
1830 struct list entry;
1831 IWineD3DSurface **render_targets;
1832 IWineD3DSurface *depth_stencil;
1833 BOOL attached;
1834 GLuint id;
1837 /*****************************************************************************
1838 * IWineD3DClipp implementation structure
1840 typedef struct IWineD3DClipperImpl
1842 const IWineD3DClipperVtbl *lpVtbl;
1843 LONG ref;
1845 IUnknown *Parent;
1846 HWND hWnd;
1847 } IWineD3DClipperImpl;
1850 /*****************************************************************************
1851 * IWineD3DSurface implementation structure
1853 struct IWineD3DSurfaceImpl
1855 /* IUnknown & IWineD3DResource Information */
1856 const IWineD3DSurfaceVtbl *lpVtbl;
1857 IWineD3DResourceClass resource;
1859 /* IWineD3DSurface fields */
1860 IWineD3DBase *container;
1861 WINED3DSURFACET_DESC currentDesc;
1862 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1863 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1865 /* TODO: move this off into a management class(maybe!) */
1866 DWORD Flags;
1868 UINT pow2Width;
1869 UINT pow2Height;
1871 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1872 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1874 /* Oversized texture */
1875 RECT glRect;
1877 /* PBO */
1878 GLuint pbo;
1880 RECT lockedRect;
1881 RECT dirtyRect;
1882 int lockCount;
1883 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1885 glDescriptor glDescription;
1887 /* For GetDC */
1888 wineD3DSurface_DIB dib;
1889 HDC hDC;
1891 /* Color keys for DDraw */
1892 WINEDDCOLORKEY DestBltCKey;
1893 WINEDDCOLORKEY DestOverlayCKey;
1894 WINEDDCOLORKEY SrcOverlayCKey;
1895 WINEDDCOLORKEY SrcBltCKey;
1896 DWORD CKeyFlags;
1898 WINEDDCOLORKEY glCKey;
1900 struct list renderbuffers;
1901 renderbuffer_entry_t *current_renderbuffer;
1903 /* DirectDraw clippers */
1904 IWineD3DClipper *clipper;
1906 /* DirectDraw Overlay handling */
1907 RECT overlay_srcrect;
1908 RECT overlay_destrect;
1909 IWineD3DSurfaceImpl *overlay_dest;
1910 struct list overlays;
1911 struct list overlay_entry;
1914 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1915 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1917 /* Predeclare the shared Surface functions */
1918 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1919 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1920 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1921 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1922 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1923 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1924 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1925 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1926 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1927 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1928 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1929 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1930 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1931 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1932 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1933 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1934 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1935 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1936 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1937 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1938 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1939 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1940 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1941 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1942 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1943 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1944 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1945 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1946 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1947 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1948 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1949 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1950 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1951 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1952 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1953 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1954 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1955 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1957 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1958 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1959 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1960 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1962 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1964 /* Surface flags: */
1965 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1966 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1967 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1968 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1969 #define SFLAG_DISCARD 0x00000010 /* ??? */
1970 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1971 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1972 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1973 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1974 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1975 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1976 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1977 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1978 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1979 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1980 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1981 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1982 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1983 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1984 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1985 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1986 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1987 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1988 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1989 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1991 /* In some conditions the surface memory must not be freed:
1992 * SFLAG_OVERSIZE: Not all data can be kept in GL
1993 * SFLAG_CONVERTED: Converting the data back would take too long
1994 * SFLAG_DIBSECTION: The dib code manages the memory
1995 * SFLAG_LOCKED: The app requires access to the surface data
1996 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1997 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1998 * SFLAG_CLIENT: OpenGL uses our memory as backup
2000 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2001 SFLAG_CONVERTED | \
2002 SFLAG_DIBSECTION | \
2003 SFLAG_LOCKED | \
2004 SFLAG_DYNLOCK | \
2005 SFLAG_USERPTR | \
2006 SFLAG_PBO | \
2007 SFLAG_CLIENT)
2009 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2010 SFLAG_INTEXTURE | \
2011 SFLAG_INDRAWABLE | \
2012 SFLAG_INSRGBTEX)
2014 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2015 SFLAG_DS_OFFSCREEN)
2016 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2018 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2020 typedef enum {
2021 NO_CONVERSION,
2022 CONVERT_PALETTED,
2023 CONVERT_PALETTED_CK,
2024 CONVERT_CK_565,
2025 CONVERT_CK_5551,
2026 CONVERT_CK_4444,
2027 CONVERT_CK_4444_ARGB,
2028 CONVERT_CK_1555,
2029 CONVERT_555,
2030 CONVERT_CK_RGB24,
2031 CONVERT_CK_8888,
2032 CONVERT_CK_8888_ARGB,
2033 CONVERT_RGB32_888,
2034 CONVERT_V8U8,
2035 CONVERT_L6V5U5,
2036 CONVERT_X8L8V8U8,
2037 CONVERT_Q8W8V8U8,
2038 CONVERT_V16U16,
2039 CONVERT_A4L4,
2040 CONVERT_G16R16,
2041 CONVERT_R16G16F,
2042 CONVERT_R32G32F,
2043 } CONVERT_TYPES;
2045 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);
2047 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2049 /*****************************************************************************
2050 * IWineD3DVertexDeclaration implementation structure
2052 #define MAX_ATTRIBS 16
2054 struct wined3d_vertex_declaration_element
2056 const struct GlPixelFormatDesc *format_desc;
2057 BOOL ffp_valid;
2058 WORD input_slot;
2059 WORD offset;
2060 UINT output_slot;
2061 BYTE method;
2062 BYTE usage;
2063 BYTE usage_idx;
2066 typedef struct IWineD3DVertexDeclarationImpl {
2067 /* IUnknown Information */
2068 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2069 LONG ref;
2071 IUnknown *parent;
2072 IWineD3DDeviceImpl *wineD3DDevice;
2074 struct wined3d_vertex_declaration_element *elements;
2075 UINT element_count;
2077 DWORD streams[MAX_STREAMS];
2078 UINT num_streams;
2079 BOOL position_transformed;
2080 BOOL half_float_conv_needed;
2081 } IWineD3DVertexDeclarationImpl;
2083 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2085 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2086 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2088 /*****************************************************************************
2089 * IWineD3DStateBlock implementation structure
2092 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2093 /* Note: Very long winded but gl Lists are not flexible enough */
2094 /* to resolve everything we need, so doing it manually for now */
2095 typedef struct SAVEDSTATES {
2096 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2097 WORD streamSource; /* MAX_STREAMS, 16 */
2098 WORD streamFreq; /* MAX_STREAMS, 16 */
2099 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2100 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2101 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2102 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2103 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2104 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2105 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2106 BOOL *pixelShaderConstantsF;
2107 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2108 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2109 BOOL *vertexShaderConstantsF;
2110 WORD primitive_type : 1;
2111 WORD indices : 1;
2112 WORD material : 1;
2113 WORD viewport : 1;
2114 WORD vertexDecl : 1;
2115 WORD pixelShader : 1;
2116 WORD vertexShader : 1;
2117 WORD scissorRect : 1;
2118 WORD padding : 1;
2119 } SAVEDSTATES;
2121 struct StageState {
2122 DWORD stage;
2123 DWORD state;
2126 struct IWineD3DStateBlockImpl
2128 /* IUnknown fields */
2129 const IWineD3DStateBlockVtbl *lpVtbl;
2130 LONG ref; /* Note: Ref counting not required */
2132 /* IWineD3DStateBlock information */
2133 IUnknown *parent;
2134 IWineD3DDeviceImpl *wineD3DDevice;
2135 WINED3DSTATEBLOCKTYPE blockType;
2137 /* Array indicating whether things have been set or changed */
2138 SAVEDSTATES changed;
2140 /* Vertex Shader Declaration */
2141 IWineD3DVertexDeclaration *vertexDecl;
2143 IWineD3DVertexShader *vertexShader;
2145 /* Vertex Shader Constants */
2146 BOOL vertexShaderConstantB[MAX_CONST_B];
2147 INT vertexShaderConstantI[MAX_CONST_I * 4];
2148 float *vertexShaderConstantF;
2150 /* primitive type */
2151 GLenum gl_primitive_type;
2153 /* Stream Source */
2154 BOOL streamIsUP;
2155 UINT streamStride[MAX_STREAMS];
2156 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2157 IWineD3DBuffer *streamSource[MAX_STREAMS];
2158 UINT streamFreq[MAX_STREAMS + 1];
2159 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2161 /* Indices */
2162 IWineD3DBuffer* pIndexData;
2163 WINED3DFORMAT IndexFmt;
2164 INT baseVertexIndex;
2165 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2167 /* Transform */
2168 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2170 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2171 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2172 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2173 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2174 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2176 /* Clipping */
2177 double clipplane[MAX_CLIPPLANES][4];
2178 WINED3DCLIPSTATUS clip_status;
2180 /* ViewPort */
2181 WINED3DVIEWPORT viewport;
2183 /* Material */
2184 WINED3DMATERIAL material;
2186 /* Pixel Shader */
2187 IWineD3DPixelShader *pixelShader;
2189 /* Pixel Shader Constants */
2190 BOOL pixelShaderConstantB[MAX_CONST_B];
2191 INT pixelShaderConstantI[MAX_CONST_I * 4];
2192 float *pixelShaderConstantF;
2194 /* RenderState */
2195 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2197 /* Texture */
2198 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2200 /* Texture State Stage */
2201 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2202 DWORD lowest_disabled_stage;
2203 /* Sampler States */
2204 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2206 /* Scissor test rectangle */
2207 RECT scissorRect;
2209 /* Contained state management */
2210 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2211 unsigned int num_contained_render_states;
2212 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2213 unsigned int num_contained_transform_states;
2214 DWORD contained_vs_consts_i[MAX_CONST_I];
2215 unsigned int num_contained_vs_consts_i;
2216 DWORD contained_vs_consts_b[MAX_CONST_B];
2217 unsigned int num_contained_vs_consts_b;
2218 DWORD *contained_vs_consts_f;
2219 unsigned int num_contained_vs_consts_f;
2220 DWORD contained_ps_consts_i[MAX_CONST_I];
2221 unsigned int num_contained_ps_consts_i;
2222 DWORD contained_ps_consts_b[MAX_CONST_B];
2223 unsigned int num_contained_ps_consts_b;
2224 DWORD *contained_ps_consts_f;
2225 unsigned int num_contained_ps_consts_f;
2226 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2227 unsigned int num_contained_tss_states;
2228 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2229 unsigned int num_contained_sampler_states;
2232 extern void stateblock_savedstates_set(
2233 IWineD3DStateBlock* iface,
2234 SAVEDSTATES* states,
2235 BOOL value);
2237 extern void stateblock_copy(
2238 IWineD3DStateBlock* destination,
2239 IWineD3DStateBlock* source);
2241 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2243 /* Direct3D terminology with little modifications. We do not have an issued state
2244 * because only the driver knows about it, but we have a created state because d3d
2245 * allows GetData on a created issue, but opengl doesn't
2247 enum query_state {
2248 QUERY_CREATED,
2249 QUERY_SIGNALLED,
2250 QUERY_BUILDING
2252 /*****************************************************************************
2253 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2255 typedef struct IWineD3DQueryImpl
2257 const IWineD3DQueryVtbl *lpVtbl;
2258 LONG ref; /* Note: Ref counting not required */
2260 IUnknown *parent;
2261 /*TODO: replace with iface usage */
2262 #if 0
2263 IWineD3DDevice *wineD3DDevice;
2264 #else
2265 IWineD3DDeviceImpl *wineD3DDevice;
2266 #endif
2268 /* IWineD3DQuery fields */
2269 enum query_state state;
2270 WINED3DQUERYTYPE type;
2271 /* TODO: Think about using a IUnknown instead of a void* */
2272 void *extendedData;
2275 } IWineD3DQueryImpl;
2277 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2278 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2279 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2281 /* Datastructures for IWineD3DQueryImpl.extendedData */
2282 typedef struct WineQueryOcclusionData {
2283 GLuint queryId;
2284 WineD3DContext *ctx;
2285 } WineQueryOcclusionData;
2287 typedef struct WineQueryEventData {
2288 GLuint fenceId;
2289 WineD3DContext *ctx;
2290 } WineQueryEventData;
2292 /* IWineD3DBuffer */
2294 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2295 * fixed function semantics as D3DCOLOR or FLOAT16 */
2296 enum wined3d_buffer_conversion_type
2298 CONV_NONE,
2299 CONV_D3DCOLOR,
2300 CONV_POSITIONT,
2301 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2304 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2305 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2306 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2307 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2308 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2310 struct wined3d_buffer
2312 const struct IWineD3DBufferVtbl *vtbl;
2313 IWineD3DResourceClass resource;
2315 struct wined3d_buffer_desc desc;
2317 GLuint buffer_object;
2318 GLenum buffer_object_usage;
2319 GLenum buffer_type_hint;
2320 UINT buffer_object_size;
2321 LONG bind_count;
2322 DWORD flags;
2324 UINT dirty_start;
2325 UINT dirty_end;
2326 LONG lock_count;
2328 /* conversion stuff */
2329 UINT conversion_count;
2330 UINT draw_count;
2331 UINT stride; /* 0 if no conversion */
2332 UINT conversion_stride; /* 0 if no shifted conversion */
2333 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2334 /* Extra load offsets, for FLOAT16 conversion */
2335 UINT *conversion_shift; /* NULL if no shifted conversion */
2338 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2339 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2340 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2342 /* IWineD3DRendertargetView */
2343 struct wined3d_rendertarget_view
2345 const struct IWineD3DRendertargetViewVtbl *vtbl;
2346 LONG refcount;
2348 IWineD3DResource *resource;
2349 IUnknown *parent;
2352 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2354 /*****************************************************************************
2355 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2358 typedef struct IWineD3DSwapChainImpl
2360 /*IUnknown part*/
2361 const IWineD3DSwapChainVtbl *lpVtbl;
2362 LONG ref; /* Note: Ref counting not required */
2364 IUnknown *parent;
2365 IWineD3DDeviceImpl *wineD3DDevice;
2367 /* IWineD3DSwapChain fields */
2368 IWineD3DSurface **backBuffer;
2369 IWineD3DSurface *frontBuffer;
2370 WINED3DPRESENT_PARAMETERS presentParms;
2371 DWORD orig_width, orig_height;
2372 WINED3DFORMAT orig_fmt;
2373 WINED3DGAMMARAMP orig_gamma;
2375 long prev_time, frames; /* Performance tracking */
2376 unsigned int vSyncCounter;
2378 WineD3DContext **context; /* Later a array for multithreading */
2379 unsigned int num_contexts;
2381 HWND win_handle;
2382 } IWineD3DSwapChainImpl;
2384 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2385 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2386 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2388 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2389 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2390 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2391 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2392 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2393 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2394 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2395 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2396 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2397 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2398 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2399 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2401 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2403 /*****************************************************************************
2404 * Utility function prototypes
2407 /* Trace routines */
2408 const char* debug_d3dformat(WINED3DFORMAT fmt);
2409 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2410 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2411 const char* debug_d3dusage(DWORD usage);
2412 const char* debug_d3dusagequery(DWORD usagequery);
2413 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2414 const char* debug_d3ddeclusage(BYTE usage);
2415 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2416 const char* debug_d3drenderstate(DWORD state);
2417 const char* debug_d3dsamplerstate(DWORD state);
2418 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2419 const char* debug_d3dtexturestate(DWORD state);
2420 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2421 const char* debug_d3dpool(WINED3DPOOL pool);
2422 const char *debug_fbostatus(GLenum status);
2423 const char *debug_glerror(GLenum error);
2424 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2425 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2426 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2427 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2428 const char *debug_surflocation(DWORD flag);
2430 /* Routines for GL <-> D3D values */
2431 GLenum StencilOp(DWORD op);
2432 GLenum CompareFunc(DWORD func);
2433 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2434 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2435 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2436 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2437 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2438 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2439 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2440 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2441 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2442 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2443 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2445 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2446 void surface_force_reload(IWineD3DSurface *iface);
2447 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2448 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2449 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2450 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2451 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2452 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2454 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2455 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2456 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2458 /* Math utils */
2459 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2460 UINT wined3d_log2i(UINT32 x);
2461 unsigned int count_bits(unsigned int mask);
2463 typedef struct local_constant {
2464 struct list entry;
2465 unsigned int idx;
2466 DWORD value[4];
2467 } local_constant;
2469 typedef struct SHADER_LIMITS {
2470 unsigned int temporary;
2471 unsigned int texcoord;
2472 unsigned int sampler;
2473 unsigned int constant_int;
2474 unsigned int constant_float;
2475 unsigned int constant_bool;
2476 unsigned int address;
2477 unsigned int packed_output;
2478 unsigned int packed_input;
2479 unsigned int attributes;
2480 unsigned int label;
2481 } SHADER_LIMITS;
2483 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2484 maintain state information between multiple codes */
2485 typedef struct SHADER_PARSE_STATE {
2486 unsigned int current_row;
2487 DWORD texcoord_w[2];
2488 } SHADER_PARSE_STATE;
2490 #ifdef __GNUC__
2491 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2492 #else
2493 #define PRINTF_ATTR(fmt,args)
2494 #endif
2496 /* Base Shader utility functions.
2497 * (may move callers into the same file in the future) */
2498 extern int shader_addline(
2499 SHADER_BUFFER* buffer,
2500 const char* fmt, ...) PRINTF_ATTR(2,3);
2501 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2503 /* Vertex shader utility functions */
2504 extern BOOL vshader_get_input(
2505 IWineD3DVertexShader* iface,
2506 BYTE usage_req, BYTE usage_idx_req,
2507 unsigned int* regnum);
2509 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2511 /* GLSL helper functions */
2512 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2514 /*****************************************************************************
2515 * IDirect3DBaseShader implementation structure
2517 typedef struct IWineD3DBaseShaderClass
2519 LONG ref;
2520 SHADER_LIMITS limits;
2521 SHADER_PARSE_STATE parse_state;
2522 DWORD *function;
2523 UINT functionLength;
2524 UINT cur_loop_depth, cur_loop_regno;
2525 BOOL load_local_constsF;
2526 const struct wined3d_shader_frontend *frontend;
2527 void *frontend_data;
2529 /* Type of shader backend */
2530 int shader_mode;
2532 /* Programs this shader is linked with */
2533 struct list linked_programs;
2535 /* Immediate constants (override global ones) */
2536 struct list constantsB;
2537 struct list constantsF;
2538 struct list constantsI;
2539 shader_reg_maps reg_maps;
2541 /* Pointer to the parent device */
2542 IWineD3DDevice *device;
2543 struct list shader_list_entry;
2545 } IWineD3DBaseShaderClass;
2547 typedef struct IWineD3DBaseShaderImpl {
2548 /* IUnknown */
2549 const IWineD3DBaseShaderVtbl *lpVtbl;
2551 /* IWineD3DBaseShader */
2552 IWineD3DBaseShaderClass baseShader;
2553 } IWineD3DBaseShaderImpl;
2555 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2556 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2557 void shader_cleanup(IWineD3DBaseShader *iface);
2558 void shader_dump_src_param(const struct wined3d_shader_src_param *param, DWORD shader_version);
2559 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, DWORD shader_version);
2560 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2561 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2562 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2563 struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
2564 struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code);
2565 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2566 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2567 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2569 static inline BOOL shader_is_pshader_version(DWORD token) {
2570 return 0xFFFF0000 == (token & 0xFFFF0000);
2573 static inline BOOL shader_is_vshader_version(DWORD token) {
2574 return 0xFFFE0000 == (token & 0xFFFF0000);
2577 static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
2579 switch (register_type)
2581 case WINED3DSPR_RASTOUT:
2582 /* oFog & oPts */
2583 if (register_idx != 0) return TRUE;
2584 /* oPos */
2585 return FALSE;
2587 case WINED3DSPR_DEPTHOUT: /* oDepth */
2588 case WINED3DSPR_CONSTBOOL: /* b# */
2589 case WINED3DSPR_LOOP: /* aL */
2590 case WINED3DSPR_PREDICATE: /* p0 */
2591 return TRUE;
2593 case WINED3DSPR_MISCTYPE:
2594 switch(register_idx)
2596 case 0: /* vPos */
2597 return FALSE;
2598 case 1: /* vFace */
2599 return TRUE;
2600 default:
2601 return FALSE;
2604 default:
2605 return FALSE;
2609 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2610 local_constant* lconst;
2612 if(This->baseShader.load_local_constsF) return FALSE;
2613 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2614 if(lconst->idx == reg) return TRUE;
2616 return FALSE;
2620 /*****************************************************************************
2621 * IDirect3DVertexShader implementation structures
2624 struct vs_compiled_shader {
2625 struct vs_compile_args args;
2626 GLuint prgId;
2629 typedef struct IWineD3DVertexShaderImpl {
2630 /* IUnknown parts*/
2631 const IWineD3DVertexShaderVtbl *lpVtbl;
2633 /* IWineD3DBaseShader */
2634 IWineD3DBaseShaderClass baseShader;
2636 /* IWineD3DVertexShaderImpl */
2637 IUnknown *parent;
2639 DWORD usage;
2641 /* The GL shader */
2642 struct vs_compiled_shader *gl_shaders;
2643 UINT num_gl_shaders, shader_array_size;
2645 /* Vertex shader input and output semantics */
2646 struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2647 struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2649 UINT min_rel_offset, max_rel_offset;
2650 UINT rel_offset;
2652 UINT recompile_count;
2654 const struct vs_compile_args *cur_args;
2655 } IWineD3DVertexShaderImpl;
2656 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2658 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2659 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2661 /*****************************************************************************
2662 * IDirect3DPixelShader implementation structure
2664 struct ps_compiled_shader {
2665 struct ps_compile_args args;
2666 GLuint prgId;
2669 typedef struct IWineD3DPixelShaderImpl {
2670 /* IUnknown parts */
2671 const IWineD3DPixelShaderVtbl *lpVtbl;
2673 /* IWineD3DBaseShader */
2674 IWineD3DBaseShaderClass baseShader;
2676 /* IWineD3DPixelShaderImpl */
2677 IUnknown *parent;
2679 /* Pixel shader input semantics */
2680 struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2681 DWORD input_reg_map[MAX_REG_INPUT];
2682 BOOL input_reg_used[MAX_REG_INPUT];
2683 int declared_in_count;
2685 /* The GL shader */
2686 struct ps_compiled_shader *gl_shaders;
2687 UINT num_gl_shaders, shader_array_size;
2689 /* Some information about the shader behavior */
2690 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2691 unsigned char numbumpenvmatconsts;
2692 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2693 char vpos_uniform;
2695 const struct ps_compile_args *cur_args;
2696 } IWineD3DPixelShaderImpl;
2698 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2699 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2700 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2702 /* sRGB correction constants */
2703 static const float srgb_cmp = 0.0031308;
2704 static const float srgb_mul_low = 12.92;
2705 static const float srgb_pow = 0.41666;
2706 static const float srgb_mul_high = 1.055;
2707 static const float srgb_sub_high = 0.055;
2709 /*****************************************************************************
2710 * IWineD3DPalette implementation structure
2712 struct IWineD3DPaletteImpl {
2713 /* IUnknown parts */
2714 const IWineD3DPaletteVtbl *lpVtbl;
2715 LONG ref;
2717 IUnknown *parent;
2718 IWineD3DDeviceImpl *wineD3DDevice;
2720 /* IWineD3DPalette */
2721 HPALETTE hpal;
2722 WORD palVersion; /*| */
2723 WORD palNumEntries; /*| LOGPALETTE */
2724 PALETTEENTRY palents[256]; /*| */
2725 /* This is to store the palette in 'screen format' */
2726 int screen_palents[256];
2727 DWORD Flags;
2730 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2731 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2733 /* DirectDraw utility functions */
2734 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2736 /*****************************************************************************
2737 * Pixel format management
2740 /* WineD3D pixel format flags */
2741 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2742 #define WINED3DFMT_FLAG_FILTERING 0x2
2743 #define WINED3DFMT_FLAG_DEPTH 0x4
2744 #define WINED3DFMT_FLAG_STENCIL 0x8
2745 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2746 #define WINED3DFMT_FLAG_FOURCC 0x20
2748 struct GlPixelFormatDesc
2750 WINED3DFORMAT format;
2751 DWORD red_mask;
2752 DWORD green_mask;
2753 DWORD blue_mask;
2754 DWORD alpha_mask;
2755 UINT byte_count;
2756 WORD depth_size;
2757 WORD stencil_size;
2759 enum wined3d_ffp_emit_idx emit_idx;
2760 GLint component_count;
2761 GLenum gl_vtx_type;
2762 GLint gl_vtx_format;
2763 GLboolean gl_normalized;
2764 unsigned int component_size;
2766 GLint glInternal;
2767 GLint glGammaInternal;
2768 GLint rtInternal;
2769 GLint glFormat;
2770 GLint glType;
2771 unsigned int Flags;
2772 float heightscale;
2773 struct color_fixup_desc color_fixup;
2776 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2778 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2780 return (stateblock->vertexShader
2781 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2782 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2785 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2787 return (stateblock->pixelShader
2788 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2791 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2792 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2793 #endif