wined3d: Split up the format table.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobf38239328a0dcff61ea239bdfe2b93b115f76306
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 31
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
143 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
145 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
146 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
147 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
148 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
149 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
152 * Settings
154 #define VS_NONE 0
155 #define VS_HW 1
157 #define PS_NONE 0
158 #define PS_HW 1
160 #define VBO_NONE 0
161 #define VBO_HW 1
163 #define NP2_NONE 0
164 #define NP2_REPACK 1
165 #define NP2_NATIVE 2
167 #define ORM_BACKBUFFER 0
168 #define ORM_PBUFFER 1
169 #define ORM_FBO 2
171 #define SHADER_ARB 1
172 #define SHADER_GLSL 2
173 #define SHADER_NONE 3
175 #define RTL_DISABLE -1
176 #define RTL_AUTO 0
177 #define RTL_READDRAW 1
178 #define RTL_READTEX 2
179 #define RTL_TEXDRAW 3
180 #define RTL_TEXTEX 4
182 /* NOTE: When adding fields to this structure, make sure to update the default
183 * values in wined3d_main.c as well. */
184 typedef struct wined3d_settings_s {
185 /* vertex and pixel shader modes */
186 int vs_mode;
187 int ps_mode;
188 int vbo_mode;
189 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
190 we should use it. However, until it's fully implemented, we'll leave it as a registry
191 setting for developers. */
192 BOOL glslRequested;
193 int offscreen_rendering_mode;
194 int rendertargetlock_mode;
195 /* Memory tracking and object counting */
196 unsigned int emulated_textureram;
197 } wined3d_settings_t;
199 extern wined3d_settings_t wined3d_settings;
201 /* Shader backends */
203 typedef struct {
204 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
205 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
206 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
207 void (*shader_cleanup)(IWineD3DDevice *iface);
208 } shader_backend_t;
210 extern const shader_backend_t glsl_shader_backend;
211 extern const shader_backend_t arb_program_shader_backend;
212 extern const shader_backend_t none_shader_backend;
214 /* X11 locking */
216 extern void (*wine_tsx11_lock_ptr)(void);
217 extern void (*wine_tsx11_unlock_ptr)(void);
219 /* As GLX relies on X, this is needed */
220 extern int num_lock;
222 #if 0
223 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
224 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
225 #else
226 #define ENTER_GL() wine_tsx11_lock_ptr()
227 #define LEAVE_GL() wine_tsx11_unlock_ptr()
228 #endif
230 /*****************************************************************************
231 * Defines
234 /* GL related defines */
235 /* ------------------ */
236 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
237 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
238 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
239 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
241 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
242 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
243 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
244 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
246 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
248 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
249 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
251 #define D3DCOLORTOGLFLOAT4(dw, vec) \
252 (vec)[0] = D3DCOLOR_R(dw); \
253 (vec)[1] = D3DCOLOR_G(dw); \
254 (vec)[2] = D3DCOLOR_B(dw); \
255 (vec)[3] = D3DCOLOR_A(dw);
257 /* DirectX Device Limits */
258 /* --------------------- */
259 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
261 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
262 See MaxStreams in MSDN under GetDeviceCaps */
263 /* Maximum number of constants provided to the shaders */
264 #define HIGHEST_TRANSFORMSTATE 512
265 /* Highest value in WINED3DTRANSFORMSTATETYPE */
266 #define MAX_PALETTES 256
268 /* Checking of API calls */
269 /* --------------------- */
270 #define checkGLcall(A) \
272 GLint err = glGetError(); \
273 if (err == GL_NO_ERROR) { \
274 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
276 } else do { \
277 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
278 debug_glerror(err), err, A, __FILE__, __LINE__); \
279 err = glGetError(); \
280 } while (err != GL_NO_ERROR); \
283 /* Trace routines / diagnostics */
284 /* ---------------------------- */
286 /* Dump out a matrix and copy it */
287 #define conv_mat(mat,gl_mat) \
288 do { \
289 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
291 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
292 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
293 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
294 } while (0)
296 /* Macro to dump out the current state of the light chain */
297 #define DUMP_LIGHT_CHAIN() \
299 PLIGHTINFOEL *el = This->stateBlock->lights;\
300 while (el) { \
301 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
302 el = el->next; \
306 /* Trace vector and strided data information */
307 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
308 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
309 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
311 /* Defines used for optimizations */
313 /* Only reapply what is necessary */
314 #define REAPPLY_ALPHAOP 0x0001
315 #define REAPPLY_ALL 0xFFFF
317 /* Advance declaration of structures to satisfy compiler */
318 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
319 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
320 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
321 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
323 /* Tracking */
325 /* TODO: Move some of this to the device */
326 long globalChangeGlRam(long glram);
328 /* Memory and object tracking */
330 /*Structure for holding information on all direct3d objects
331 useful for making sure tracking is ok and when release is called on a device!
332 and probably quite handy for debugging and dumping states out
334 typedef struct WineD3DGlobalStatistics {
335 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
336 } WineD3DGlobalStatistics;
338 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
340 /* Global variables */
341 extern const float identity[16];
343 /*****************************************************************************
344 * Compilable extra diagnostics
347 /* Trace information per-vertex: (extremely high amount of trace) */
348 #if 0 /* NOTE: Must be 0 in cvs */
349 # define VTRACE(A) TRACE A
350 #else
351 # define VTRACE(A)
352 #endif
354 /* Checking of per-vertex related GL calls */
355 /* --------------------- */
356 #define vcheckGLcall(A) \
358 GLint err = glGetError(); \
359 if (err == GL_NO_ERROR) { \
360 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
362 } else do { \
363 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
364 debug_glerror(err), err, A, __FILE__, __LINE__); \
365 err = glGetError(); \
366 } while (err != GL_NO_ERROR); \
369 /* TODO: Confirm each of these works when wined3d move completed */
370 #if 0 /* NOTE: Must be 0 in cvs */
371 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
372 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
373 is enabled, and if it doesn't exist it is disabled. */
374 # define FRAME_DEBUGGING
375 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
376 the file is deleted */
377 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
378 # define SINGLE_FRAME_DEBUGGING
379 # endif
380 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
381 It can only be enabled when FRAME_DEBUGGING is also enabled
382 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
383 array is drawn. */
384 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
385 # define SHOW_FRAME_MAKEUP 1
386 # endif
387 /* The following, when enabled, lets you see the makeup of the all the textures used during each
388 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
389 The contents of the textures assigned to each stage are written into
390 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
391 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
392 # define SHOW_TEXTURE_MAKEUP 0
393 # endif
394 extern BOOL isOn;
395 extern BOOL isDumpingFrames;
396 extern LONG primCounter;
397 #endif
399 /*****************************************************************************
400 * Prototypes
403 /* Routine common to the draw primitive and draw indexed primitive routines */
404 void drawPrimitive(IWineD3DDevice *iface,
405 int PrimitiveType,
406 long NumPrimitives,
407 /* for Indexed: */
408 long StartVertexIndex,
409 UINT numberOfVertices,
410 long StartIdx,
411 short idxBytes,
412 const void *idxData,
413 int minIndex);
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice *iface,
417 BOOL useVertexShaderFunction,
418 WineDirect3DVertexStridedData *strided,
419 BOOL *fixup);
421 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
423 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
425 #define eps 1e-8
427 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
428 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
430 /* Routines and structures related to state management */
431 typedef struct WineD3DContext WineD3DContext;
432 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
434 #define STATE_RENDER(a) (a)
435 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
437 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
438 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
440 /* + 1 because samplers start with 0 */
441 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
442 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
444 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
445 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
447 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
448 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
450 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
451 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
452 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
453 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
455 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
456 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
458 #define STATE_VSHADER (STATE_VDECL + 1)
459 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
461 #define STATE_VIEWPORT (STATE_VSHADER + 1)
462 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
464 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
465 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
466 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
467 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
469 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
470 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
472 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
473 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
475 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
476 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
478 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
480 #define STATE_HIGHEST (STATE_MATERIAL)
482 struct StateEntry
484 DWORD representative;
485 APPLYSTATEFUNC apply;
488 /* Global state table */
489 extern const struct StateEntry StateTable[];
491 /* The new context manager that should deal with onscreen and offscreen rendering */
492 struct WineD3DContext {
493 /* State dirtification
494 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
495 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
496 * 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
497 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
499 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
500 DWORD numDirtyEntries;
501 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
503 IWineD3DSurface *surface;
504 DWORD tid; /* Thread ID which owns this context at the moment */
506 /* Stores some inforation about the context state for optimization */
507 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
508 BOOL last_was_pshader;
509 BOOL last_was_vshader;
510 BOOL last_was_foggy_shader;
511 BOOL namedArraysLoaded, numberedArraysLoaded;
512 BOOL lastWasPow2Texture[MAX_TEXTURES];
513 GLenum tracking_parm; /* Which source is tracking current colour */
514 unsigned char num_untracked_materials;
515 GLenum untracked_materials[2];
516 BOOL last_was_blit, last_was_ckey;
517 char texShaderBumpMap;
519 /* The actual opengl context */
520 GLXContext glCtx;
521 Drawable drawable;
522 Display *display;
523 BOOL isPBuffer;
526 typedef enum ContextUsage {
527 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
528 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
529 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
530 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
531 } ContextUsage;
533 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
534 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
535 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
536 void apply_fbo_state(IWineD3DDevice *iface);
538 /* Macros for doing basic GPU detection based on opengl capabilities */
539 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
540 #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])
541 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
542 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
544 /* Default callbacks for implicit object destruction */
545 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
547 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
549 /*****************************************************************************
550 * Internal representation of a light
552 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
553 struct PLIGHTINFOEL {
554 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
555 DWORD OriginalIndex;
556 LONG glIndex;
557 BOOL changed;
558 BOOL enabledChanged;
560 /* Converted parms to speed up swapping lights */
561 float lightPosn[4];
562 float lightDirn[4];
563 float exponent;
564 float cutoff;
566 struct list entry;
569 /* The default light parameters */
570 extern const WINED3DLIGHT WINED3D_default_light;
572 /* The adapter structure */
573 struct WineD3DAdapter
575 POINT monitorPoint;
576 Display *display;
577 WineD3D_GL_Info gl_info;
578 const char *driver;
579 const char *description;
580 GLXFBConfig *cfgs;
581 int nCfgs;
584 extern BOOL InitAdapters(void);
586 /*****************************************************************************
587 * High order patch management
589 struct WineD3DRectPatch
591 UINT Handle;
592 float *mem;
593 WineDirect3DVertexStridedData strided;
594 WINED3DRECTPATCH_INFO RectPatchInfo;
595 float numSegs[4];
596 char has_normals, has_texcoords;
597 struct list entry;
600 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
602 /*****************************************************************************
603 * IWineD3D implementation structure
605 typedef struct IWineD3DImpl
607 /* IUnknown fields */
608 const IWineD3DVtbl *lpVtbl;
609 LONG ref; /* Note: Ref counting not required */
611 /* WineD3D Information */
612 IUnknown *parent;
613 UINT dxVersion;
614 } IWineD3DImpl;
616 extern const IWineD3DVtbl IWineD3D_Vtbl;
618 /* TODO: setup some flags in the registry to enable, disable pbuffer support
619 (since it will break quite a few things until contexts are managed properly!) */
620 extern BOOL pbuffer_support;
621 /* allocate one pbuffer per surface */
622 extern BOOL pbuffer_per_surface;
624 typedef struct ResourceList {
625 IWineD3DResource *resource;
626 struct ResourceList *next;
627 } ResourceList;
629 /* A helper function that dumps a resource list */
630 void dumpResources(ResourceList *resources);
632 /*****************************************************************************
633 * IWineD3DDevice implementation structure
635 struct IWineD3DDeviceImpl
637 /* IUnknown fields */
638 const IWineD3DDeviceVtbl *lpVtbl;
639 LONG ref; /* Note: Ref counting not required */
641 /* WineD3D Information */
642 IUnknown *parent;
643 IWineD3D *wineD3D;
644 struct WineD3DAdapter *adapter;
646 /* Window styles to restore when switching fullscreen mode */
647 LONG style;
648 LONG exStyle;
650 /* X and GL Information */
651 GLint maxConcurrentLights;
652 GLenum offscreenBuffer;
654 /* Selected capabilities */
655 int vs_selected_mode;
656 int ps_selected_mode;
657 const shader_backend_t *shader_backend;
658 hash_table_t *glsl_program_lookup;
660 /* To store */
661 BOOL view_ident; /* true iff view matrix is identity */
662 BOOL untransformed;
663 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
664 unsigned char surface_alignment; /* Line Alignment of surfaces */
666 /* State block related */
667 BOOL isRecordingState;
668 IWineD3DStateBlockImpl *stateBlock;
669 IWineD3DStateBlockImpl *updateStateBlock;
670 BOOL isInDraw;
672 /* Internal use fields */
673 WINED3DDEVICE_CREATION_PARAMETERS createParms;
674 UINT adapterNo;
675 WINED3DDEVTYPE devType;
677 IWineD3DSwapChain **swapchains;
678 uint NumberOfSwapChains;
680 ResourceList *resources; /* a linked list to track resources created by the device */
682 /* Render Target Support */
683 IWineD3DSurface **render_targets;
684 IWineD3DSurface *depthStencilBuffer;
685 IWineD3DSurface **fbo_color_attachments;
686 IWineD3DSurface *fbo_depth_attachment;
688 IWineD3DSurface *stencilBufferTarget;
690 /* Caches to avoid unneeded context changes */
691 IWineD3DSurface *lastActiveRenderTarget;
692 IWineD3DSwapChain *lastActiveSwapChain;
694 /* palettes texture management */
695 PALETTEENTRY palettes[MAX_PALETTES][256];
696 UINT currentPalette;
698 /* For rendering to a texture using glCopyTexImage */
699 BOOL render_offscreen;
700 WINED3D_DEPTHCOPYSTATE depth_copy_state;
701 GLuint fbo;
702 GLuint src_fbo;
703 GLuint dst_fbo;
704 GLenum *draw_buffers;
706 /* Cursor management */
707 BOOL bCursorVisible;
708 UINT xHotSpot;
709 UINT yHotSpot;
710 UINT xScreenSpace;
711 UINT yScreenSpace;
712 UINT cursorWidth, cursorHeight;
713 GLuint cursorTexture;
714 BOOL haveHardwareCursor;
715 HCURSOR hardwareCursor;
717 /* Textures for when no other textures are mapped */
718 UINT dummyTextureName[MAX_TEXTURES];
720 /* Debug stream management */
721 BOOL debug;
723 /* Device state management */
724 HRESULT state;
725 BOOL d3d_initialized;
727 /* A flag to check for proper BeginScene / EndScene call pairs */
728 BOOL inScene;
730 /* process vertex shaders using software or hardware */
731 BOOL softwareVertexProcessing;
733 /* DirectDraw stuff */
734 HWND ddraw_window;
735 IWineD3DSurface *ddraw_primary;
736 DWORD ddraw_width, ddraw_height;
737 WINED3DFORMAT ddraw_format;
738 BOOL ddraw_fullscreen;
740 /* Final position fixup constant */
741 float posFixup[4];
743 /* With register combiners we can skip junk texture stages */
744 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
745 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
746 BOOL fixed_function_usage_map[MAX_TEXTURES];
748 /* Stream source management */
749 WineDirect3DVertexStridedData strided_streams;
750 WineDirect3DVertexStridedData *up_strided;
751 BOOL useDrawStridedSlow;
752 BOOL instancedDraw;
754 /* Context management */
755 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
756 WineD3DContext *activeContext;
757 DWORD lastThread;
758 UINT numContexts;
759 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
760 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
762 /* High level patch management */
763 #define PATCHMAP_SIZE 43
764 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
765 struct list patches[PATCHMAP_SIZE];
766 struct WineD3DRectPatch *currentPatch;
769 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
771 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
772 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
773 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
774 DWORD idx = state >> 5;
775 BYTE shift = state & 0x1f;
776 return context->isStateDirty[idx] & (1 << shift);
779 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
780 typedef struct PrivateData
782 struct list entry;
784 GUID tag;
785 DWORD flags; /* DDSPD_* */
786 DWORD uniqueness_value;
788 union
790 LPVOID data;
791 LPUNKNOWN object;
792 } ptr;
794 DWORD size;
795 } PrivateData;
797 /*****************************************************************************
798 * IWineD3DResource implementation structure
800 typedef struct IWineD3DResourceClass
802 /* IUnknown fields */
803 LONG ref; /* Note: Ref counting not required */
805 /* WineD3DResource Information */
806 IUnknown *parent;
807 WINED3DRESOURCETYPE resourceType;
808 IWineD3DDeviceImpl *wineD3DDevice;
809 WINED3DPOOL pool;
810 UINT size;
811 DWORD usage;
812 WINED3DFORMAT format;
813 BYTE *allocatedMemory;
814 struct list privateData;
816 } IWineD3DResourceClass;
818 typedef struct IWineD3DResourceImpl
820 /* IUnknown & WineD3DResource Information */
821 const IWineD3DResourceVtbl *lpVtbl;
822 IWineD3DResourceClass resource;
823 } IWineD3DResourceImpl;
826 /*****************************************************************************
827 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
829 typedef struct IWineD3DVertexBufferImpl
831 /* IUnknown & WineD3DResource Information */
832 const IWineD3DVertexBufferVtbl *lpVtbl;
833 IWineD3DResourceClass resource;
835 /* WineD3DVertexBuffer specifics */
836 DWORD fvf;
838 /* Vertex buffer object support */
839 GLuint vbo;
840 BYTE Flags;
841 LONG bindCount;
843 UINT dirtystart, dirtyend;
844 LONG lockcount;
846 LONG declChanges, draws;
847 /* Last description of the buffer */
848 WineDirect3DVertexStridedData strided;
849 } IWineD3DVertexBufferImpl;
851 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
853 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
854 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
855 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
856 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
857 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
859 /*****************************************************************************
860 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
862 typedef struct IWineD3DIndexBufferImpl
864 /* IUnknown & WineD3DResource Information */
865 const IWineD3DIndexBufferVtbl *lpVtbl;
866 IWineD3DResourceClass resource;
868 GLuint vbo;
869 UINT dirtystart, dirtyend;
870 LONG lockcount;
872 /* WineD3DVertexBuffer specifics */
873 } IWineD3DIndexBufferImpl;
875 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
877 /*****************************************************************************
878 * IWineD3DBaseTexture D3D- > openGL state map lookups
880 #define WINED3DFUNC_NOTSUPPORTED -2
881 #define WINED3DFUNC_UNIMPLEMENTED -1
883 typedef enum winetexturestates {
884 WINED3DTEXSTA_ADDRESSU = 0,
885 WINED3DTEXSTA_ADDRESSV = 1,
886 WINED3DTEXSTA_ADDRESSW = 2,
887 WINED3DTEXSTA_BORDERCOLOR = 3,
888 WINED3DTEXSTA_MAGFILTER = 4,
889 WINED3DTEXSTA_MINFILTER = 5,
890 WINED3DTEXSTA_MIPFILTER = 6,
891 WINED3DTEXSTA_MAXMIPLEVEL = 7,
892 WINED3DTEXSTA_MAXANISOTROPY = 8,
893 WINED3DTEXSTA_SRGBTEXTURE = 9,
894 WINED3DTEXSTA_ELEMENTINDEX = 10,
895 WINED3DTEXSTA_DMAPOFFSET = 11,
896 WINED3DTEXSTA_TSSADDRESSW = 12,
897 MAX_WINETEXTURESTATES = 13,
898 } winetexturestates;
900 typedef struct Wined3dTextureStateMap {
901 CONST int state;
902 int function;
903 } Wined3dTextureStateMap;
905 /*****************************************************************************
906 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
908 typedef struct IWineD3DBaseTextureClass
910 UINT levels;
911 BOOL dirty;
912 UINT textureName;
913 UINT LOD;
914 WINED3DTEXTUREFILTERTYPE filterType;
915 DWORD states[MAX_WINETEXTURESTATES];
916 LONG bindCount;
917 DWORD sampler;
918 BOOL is_srgb;
919 UINT srgb_mode_change_count;
920 } IWineD3DBaseTextureClass;
922 typedef struct IWineD3DBaseTextureImpl
924 /* IUnknown & WineD3DResource Information */
925 const IWineD3DBaseTextureVtbl *lpVtbl;
926 IWineD3DResourceClass resource;
927 IWineD3DBaseTextureClass baseTexture;
929 } IWineD3DBaseTextureImpl;
931 /*****************************************************************************
932 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
934 typedef struct IWineD3DTextureImpl
936 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
937 const IWineD3DTextureVtbl *lpVtbl;
938 IWineD3DResourceClass resource;
939 IWineD3DBaseTextureClass baseTexture;
941 /* IWineD3DTexture */
942 IWineD3DSurface *surfaces[MAX_LEVELS];
944 UINT width;
945 UINT height;
946 float pow2scalingFactorX;
947 float pow2scalingFactorY;
949 } IWineD3DTextureImpl;
951 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
953 /*****************************************************************************
954 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
956 typedef struct IWineD3DCubeTextureImpl
958 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
959 const IWineD3DCubeTextureVtbl *lpVtbl;
960 IWineD3DResourceClass resource;
961 IWineD3DBaseTextureClass baseTexture;
963 /* IWineD3DCubeTexture */
964 IWineD3DSurface *surfaces[6][MAX_LEVELS];
966 UINT edgeLength;
967 float pow2scalingFactor;
969 } IWineD3DCubeTextureImpl;
971 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
973 typedef struct _WINED3DVOLUMET_DESC
975 UINT Width;
976 UINT Height;
977 UINT Depth;
978 } WINED3DVOLUMET_DESC;
980 /*****************************************************************************
981 * IWineD3DVolume implementation structure (extends IUnknown)
983 typedef struct IWineD3DVolumeImpl
985 /* IUnknown & WineD3DResource fields */
986 const IWineD3DVolumeVtbl *lpVtbl;
987 IWineD3DResourceClass resource;
989 /* WineD3DVolume Information */
990 WINED3DVOLUMET_DESC currentDesc;
991 IWineD3DBase *container;
992 UINT bytesPerPixel;
994 BOOL lockable;
995 BOOL locked;
996 WINED3DBOX lockedBox;
997 WINED3DBOX dirtyBox;
998 BOOL dirty;
1001 } IWineD3DVolumeImpl;
1003 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1005 /*****************************************************************************
1006 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1008 typedef struct IWineD3DVolumeTextureImpl
1010 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1011 const IWineD3DVolumeTextureVtbl *lpVtbl;
1012 IWineD3DResourceClass resource;
1013 IWineD3DBaseTextureClass baseTexture;
1015 /* IWineD3DVolumeTexture */
1016 IWineD3DVolume *volumes[MAX_LEVELS];
1018 UINT width;
1019 UINT height;
1020 UINT depth;
1021 } IWineD3DVolumeTextureImpl;
1023 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1025 typedef struct _WINED3DSURFACET_DESC
1027 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1028 DWORD MultiSampleQuality;
1029 UINT Width;
1030 UINT Height;
1031 } WINED3DSURFACET_DESC;
1033 /*****************************************************************************
1034 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1036 typedef struct wineD3DSurface_DIB {
1037 HBITMAP DIBsection;
1038 void* bitmap_data;
1039 HGDIOBJ holdbitmap;
1040 BOOL client_memory;
1041 } wineD3DSurface_DIB;
1043 typedef struct {
1044 struct list entry;
1045 GLuint id;
1046 UINT width;
1047 UINT height;
1048 } renderbuffer_entry_t;
1050 /*****************************************************************************
1051 * IWineD3DClipp implementation structure
1053 typedef struct IWineD3DClipperImpl
1055 const IWineD3DClipperVtbl *lpVtbl;
1056 LONG ref;
1058 IUnknown *Parent;
1059 HWND hWnd;
1060 } IWineD3DClipperImpl;
1063 /*****************************************************************************
1064 * IWineD3DSurface implementation structure
1066 struct IWineD3DSurfaceImpl
1068 /* IUnknown & IWineD3DResource Information */
1069 const IWineD3DSurfaceVtbl *lpVtbl;
1070 IWineD3DResourceClass resource;
1072 /* IWineD3DSurface fields */
1073 IWineD3DBase *container;
1074 WINED3DSURFACET_DESC currentDesc;
1075 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1076 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1078 UINT bytesPerPixel;
1080 /* TODO: move this off into a management class(maybe!) */
1081 DWORD Flags;
1083 UINT pow2Width;
1084 UINT pow2Height;
1086 /* Oversized texture */
1087 RECT glRect;
1089 #if 0
1090 /* precalculated x and y scalings for texture coords */
1091 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1092 float pow2scalingFactorY; /* = (Height / pow2Height) */
1093 #endif
1095 RECT lockedRect;
1096 RECT dirtyRect;
1097 int lockCount;
1098 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1100 glDescriptor glDescription;
1102 /* For GetDC */
1103 wineD3DSurface_DIB dib;
1104 HDC hDC;
1106 /* Color keys for DDraw */
1107 WINEDDCOLORKEY DestBltCKey;
1108 WINEDDCOLORKEY DestOverlayCKey;
1109 WINEDDCOLORKEY SrcOverlayCKey;
1110 WINEDDCOLORKEY SrcBltCKey;
1111 DWORD CKeyFlags;
1113 WINEDDCOLORKEY glCKey;
1115 struct list renderbuffers;
1116 renderbuffer_entry_t *current_renderbuffer;
1118 /* DirectDraw clippers */
1119 IWineD3DClipper *clipper;
1122 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1123 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1125 /* Predeclare the shared Surface functions */
1126 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1127 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1128 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1129 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1132 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1134 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1135 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1136 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1137 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1145 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1147 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1148 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1149 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1150 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1151 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1152 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1153 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1154 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1155 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1156 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1157 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1158 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1160 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1162 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1164 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1165 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1166 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1168 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1170 /* Surface flags: */
1171 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1172 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1173 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1174 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1175 #define SFLAG_DISCARD 0x00000010 /* ??? */
1176 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1177 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1178 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1179 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1180 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1181 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1182 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1183 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1184 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1185 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1186 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1187 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1188 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1190 /* In some conditions the surface memory must not be freed:
1191 * SFLAG_OVERSIZE: Not all data can be kept in GL
1192 * SFLAG_CONVERTED: Converting the data back would take too long
1193 * SFLAG_DIBSECTION: The dib code manages the memory
1194 * SFLAG_LOCKED: The app requires access to the surface data
1195 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1196 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1197 * SFLAG_CLIENT: OpenGL uses our memory as backup
1199 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1200 SFLAG_CONVERTED | \
1201 SFLAG_DIBSECTION | \
1202 SFLAG_LOCKED | \
1203 SFLAG_DYNLOCK | \
1204 SFLAG_DYNCHANGE | \
1205 SFLAG_USERPTR | \
1206 SFLAG_CLIENT)
1208 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1210 /*****************************************************************************
1211 * IWineD3DVertexDeclaration implementation structure
1213 typedef struct IWineD3DVertexDeclarationImpl {
1214 /* IUnknown Information */
1215 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1216 LONG ref;
1218 IUnknown *parent;
1219 IWineD3DDeviceImpl *wineD3DDevice;
1221 WINED3DVERTEXELEMENT *pDeclarationWine;
1222 UINT declarationWNumElements;
1223 } IWineD3DVertexDeclarationImpl;
1225 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1227 /*****************************************************************************
1228 * IWineD3DStateBlock implementation structure
1231 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1232 /* Note: Very long winded but gl Lists are not flexible enough */
1233 /* to resolve everything we need, so doing it manually for now */
1234 typedef struct SAVEDSTATES {
1235 BOOL indices;
1236 BOOL material;
1237 BOOL fvf;
1238 BOOL streamSource[MAX_STREAMS];
1239 BOOL streamFreq[MAX_STREAMS];
1240 BOOL textures[MAX_COMBINED_SAMPLERS];
1241 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1242 BOOL viewport;
1243 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1244 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1245 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1246 BOOL clipplane[MAX_CLIPPLANES];
1247 BOOL vertexDecl;
1248 BOOL pixelShader;
1249 BOOL pixelShaderConstantsB[MAX_CONST_B];
1250 BOOL pixelShaderConstantsI[MAX_CONST_I];
1251 BOOL *pixelShaderConstantsF;
1252 BOOL vertexShader;
1253 BOOL vertexShaderConstantsB[MAX_CONST_B];
1254 BOOL vertexShaderConstantsI[MAX_CONST_I];
1255 BOOL *vertexShaderConstantsF;
1256 BOOL scissorRect;
1257 } SAVEDSTATES;
1259 typedef struct {
1260 struct list entry;
1261 DWORD count;
1262 DWORD idx[13];
1263 } constants_entry;
1265 struct IWineD3DStateBlockImpl
1267 /* IUnknown fields */
1268 const IWineD3DStateBlockVtbl *lpVtbl;
1269 LONG ref; /* Note: Ref counting not required */
1271 /* IWineD3DStateBlock information */
1272 IUnknown *parent;
1273 IWineD3DDeviceImpl *wineD3DDevice;
1274 WINED3DSTATEBLOCKTYPE blockType;
1276 /* Array indicating whether things have been set or changed */
1277 SAVEDSTATES changed;
1278 SAVEDSTATES set;
1279 struct list set_vconstantsF;
1280 struct list set_pconstantsF;
1282 /* Drawing - Vertex Shader or FVF related */
1283 DWORD fvf;
1284 /* Vertex Shader Declaration */
1285 IWineD3DVertexDeclaration *vertexDecl;
1287 IWineD3DVertexShader *vertexShader;
1289 /* Vertex Shader Constants */
1290 BOOL vertexShaderConstantB[MAX_CONST_B];
1291 INT vertexShaderConstantI[MAX_CONST_I * 4];
1292 float *vertexShaderConstantF;
1294 /* Stream Source */
1295 BOOL streamIsUP;
1296 UINT streamStride[MAX_STREAMS];
1297 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1298 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1299 UINT streamFreq[MAX_STREAMS + 1];
1300 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1302 /* Indices */
1303 IWineD3DIndexBuffer* pIndexData;
1304 UINT baseVertexIndex;
1305 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1307 /* Transform */
1308 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1310 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1311 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1312 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1313 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1314 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1316 /* Clipping */
1317 double clipplane[MAX_CLIPPLANES][4];
1318 WINED3DCLIPSTATUS clip_status;
1320 /* ViewPort */
1321 WINED3DVIEWPORT viewport;
1323 /* Material */
1324 WINED3DMATERIAL material;
1326 /* Pixel Shader */
1327 IWineD3DPixelShader *pixelShader;
1329 /* Pixel Shader Constants */
1330 BOOL pixelShaderConstantB[MAX_CONST_B];
1331 INT pixelShaderConstantI[MAX_CONST_I * 4];
1332 float *pixelShaderConstantF;
1334 /* RenderState */
1335 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1337 /* Texture */
1338 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1339 int textureDimensions[MAX_COMBINED_SAMPLERS];
1341 /* Texture State Stage */
1342 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1343 DWORD lowest_disabled_stage;
1344 /* Sampler States */
1345 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1347 /* Current GLSL Shader Program */
1348 struct glsl_shader_prog_link *glsl_program;
1350 /* Scissor test rectangle */
1351 RECT scissorRect;
1354 extern void stateblock_savedstates_set(
1355 IWineD3DStateBlock* iface,
1356 SAVEDSTATES* states,
1357 BOOL value);
1359 extern void stateblock_savedstates_copy(
1360 IWineD3DStateBlock* iface,
1361 SAVEDSTATES* dest,
1362 SAVEDSTATES* source);
1364 extern void stateblock_copy(
1365 IWineD3DStateBlock* destination,
1366 IWineD3DStateBlock* source);
1368 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1370 /*****************************************************************************
1371 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1373 typedef struct IWineD3DQueryImpl
1375 const IWineD3DQueryVtbl *lpVtbl;
1376 LONG ref; /* Note: Ref counting not required */
1378 IUnknown *parent;
1379 /*TODO: replace with iface usage */
1380 #if 0
1381 IWineD3DDevice *wineD3DDevice;
1382 #else
1383 IWineD3DDeviceImpl *wineD3DDevice;
1384 #endif
1386 /* IWineD3DQuery fields */
1387 WINED3DQUERYTYPE type;
1388 /* TODO: Think about using a IUnknown instead of a void* */
1389 void *extendedData;
1392 } IWineD3DQueryImpl;
1394 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1396 /* Datastructures for IWineD3DQueryImpl.extendedData */
1397 typedef struct WineQueryOcclusionData {
1398 GLuint queryId;
1399 } WineQueryOcclusionData;
1401 typedef struct WineQueryEventData {
1402 GLuint fenceId;
1403 } WineQueryEventData;
1405 /*****************************************************************************
1406 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1409 typedef struct IWineD3DSwapChainImpl
1411 /*IUnknown part*/
1412 const IWineD3DSwapChainVtbl *lpVtbl;
1413 LONG ref; /* Note: Ref counting not required */
1415 IUnknown *parent;
1416 IWineD3DDeviceImpl *wineD3DDevice;
1418 /* IWineD3DSwapChain fields */
1419 IWineD3DSurface **backBuffer;
1420 IWineD3DSurface *frontBuffer;
1421 BOOL wantsDepthStencilBuffer;
1422 WINED3DPRESENT_PARAMETERS presentParms;
1423 DWORD orig_width, orig_height;
1424 WINED3DFORMAT orig_fmt;
1426 long prev_time, frames; /* Performance tracking */
1427 unsigned int vSyncCounter;
1429 WineD3DContext **context; /* Later a array for multithreading */
1430 unsigned int num_contexts;
1432 HWND win_handle;
1433 Window win;
1434 } IWineD3DSwapChainImpl;
1436 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1438 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1440 /*****************************************************************************
1441 * Utility function prototypes
1444 /* Trace routines */
1445 const char* debug_d3dformat(WINED3DFORMAT fmt);
1446 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1447 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1448 const char* debug_d3dusage(DWORD usage);
1449 const char* debug_d3dusagequery(DWORD usagequery);
1450 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1451 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1452 const char* debug_d3ddeclusage(BYTE usage);
1453 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1454 const char* debug_d3drenderstate(DWORD state);
1455 const char* debug_d3dsamplerstate(DWORD state);
1456 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1457 const char* debug_d3dtexturestate(DWORD state);
1458 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1459 const char* debug_d3dpool(WINED3DPOOL pool);
1460 const char *debug_fbostatus(GLenum status);
1461 const char *debug_glerror(GLenum error);
1462 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1463 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1465 /* Routines for GL <-> D3D values */
1466 GLenum StencilOp(DWORD op);
1467 GLenum CompareFunc(DWORD func);
1468 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1469 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1470 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1472 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1473 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1475 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1477 /* Math utils */
1478 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1480 /*****************************************************************************
1481 * To enable calling of inherited functions, requires prototypes
1483 * Note: Only require classes which are subclassed, ie resource, basetexture,
1485 /*** IUnknown methods ***/
1486 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1487 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1488 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1489 /*** IWineD3DResource methods ***/
1490 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1491 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1492 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1493 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1494 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1495 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1496 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1497 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1498 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1499 /*** class static members ***/
1500 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1502 /*** IUnknown methods ***/
1503 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1504 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1505 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1506 /*** IWineD3DResource methods ***/
1507 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1508 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1509 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1510 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1511 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1512 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1513 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1514 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1515 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1516 /*** IWineD3DBaseTexture methods ***/
1517 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1518 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1519 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1520 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1521 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1522 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1523 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1524 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1526 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1527 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1528 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1529 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1530 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1531 /*** class static members ***/
1532 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1534 struct SHADER_OPCODE_ARG;
1535 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1537 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1538 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1539 * used if the user is using GLSL shaders. */
1540 struct glsl_shader_prog_link {
1541 struct list vshader_entry;
1542 struct list pshader_entry;
1543 GLhandleARB programId;
1544 GLhandleARB *vuniformF_locations;
1545 GLhandleARB *puniformF_locations;
1546 GLhandleARB vshader;
1547 GLhandleARB pshader;
1550 typedef struct {
1551 GLhandleARB vshader;
1552 GLhandleARB pshader;
1553 } glsl_program_key_t;
1555 /* TODO: Make this dynamic, based on shader limits ? */
1556 #define MAX_REG_ADDR 1
1557 #define MAX_REG_TEMP 32
1558 #define MAX_REG_TEXCRD 8
1559 #define MAX_REG_INPUT 12
1560 #define MAX_REG_OUTPUT 12
1561 #define MAX_ATTRIBS 16
1562 #define MAX_CONST_I 16
1563 #define MAX_CONST_B 16
1565 /* FIXME: This needs to go up to 2048 for
1566 * Shader model 3 according to msdn (and for software shaders) */
1567 #define MAX_LABELS 16
1569 typedef struct semantic {
1570 DWORD usage;
1571 DWORD reg;
1572 } semantic;
1574 typedef struct local_constant {
1575 struct list entry;
1576 unsigned int idx;
1577 DWORD value[4];
1578 } local_constant;
1580 typedef struct shader_reg_maps {
1582 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1583 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1584 char address[MAX_REG_ADDR]; /* vertex */
1585 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1586 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1587 char attributes[MAX_ATTRIBS]; /* vertex */
1588 char labels[MAX_LABELS]; /* pixel, vertex */
1590 /* Sampler usage tokens
1591 * Use 0 as default (bit 31 is always 1 on a valid token) */
1592 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1593 char bumpmat;
1595 /* Whether or not a loop is used in this shader */
1596 char loop;
1598 /* Whether or not this shader uses fog */
1599 char fog;
1601 } shader_reg_maps;
1603 #define SHADER_PGMSIZE 65535
1604 typedef struct SHADER_BUFFER {
1605 char* buffer;
1606 unsigned int bsize;
1607 unsigned int lineNo;
1608 BOOL newline;
1609 } SHADER_BUFFER;
1611 /* Undocumented opcode controls */
1612 #define INST_CONTROLS_SHIFT 16
1613 #define INST_CONTROLS_MASK 0x00ff0000
1615 typedef enum COMPARISON_TYPE {
1616 COMPARISON_GT = 1,
1617 COMPARISON_EQ = 2,
1618 COMPARISON_GE = 3,
1619 COMPARISON_LT = 4,
1620 COMPARISON_NE = 5,
1621 COMPARISON_LE = 6
1622 } COMPARISON_TYPE;
1624 typedef struct SHADER_OPCODE {
1625 unsigned int opcode;
1626 const char* name;
1627 const char* glname;
1628 char dst_token;
1629 CONST UINT num_params;
1630 SHADER_HANDLER hw_fct;
1631 SHADER_HANDLER hw_glsl_fct;
1632 DWORD min_version;
1633 DWORD max_version;
1634 } SHADER_OPCODE;
1636 typedef struct SHADER_OPCODE_ARG {
1637 IWineD3DBaseShader* shader;
1638 shader_reg_maps* reg_maps;
1639 CONST SHADER_OPCODE* opcode;
1640 DWORD opcode_token;
1641 DWORD dst;
1642 DWORD dst_addr;
1643 DWORD predicate;
1644 DWORD src[4];
1645 DWORD src_addr[4];
1646 SHADER_BUFFER* buffer;
1647 } SHADER_OPCODE_ARG;
1649 typedef struct SHADER_LIMITS {
1650 unsigned int temporary;
1651 unsigned int texcoord;
1652 unsigned int sampler;
1653 unsigned int constant_int;
1654 unsigned int constant_float;
1655 unsigned int constant_bool;
1656 unsigned int address;
1657 unsigned int packed_output;
1658 unsigned int packed_input;
1659 unsigned int attributes;
1660 unsigned int label;
1661 } SHADER_LIMITS;
1663 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1664 maintain state information between multiple codes */
1665 typedef struct SHADER_PARSE_STATE {
1666 unsigned int current_row;
1667 DWORD texcoord_w[2];
1668 } SHADER_PARSE_STATE;
1670 /* Base Shader utility functions.
1671 * (may move callers into the same file in the future) */
1672 extern int shader_addline(
1673 SHADER_BUFFER* buffer,
1674 const char* fmt, ...);
1676 extern const SHADER_OPCODE* shader_get_opcode(
1677 IWineD3DBaseShader *iface,
1678 const DWORD code);
1680 extern void shader_delete_constant_list(
1681 struct list* clist);
1683 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1685 /* Vertex shader utility functions */
1686 extern BOOL vshader_get_input(
1687 IWineD3DVertexShader* iface,
1688 BYTE usage_req, BYTE usage_idx_req,
1689 unsigned int* regnum);
1691 extern BOOL vshader_input_is_color(
1692 IWineD3DVertexShader* iface,
1693 unsigned int regnum);
1695 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1697 /* ARB_[vertex/fragment]_program helper functions */
1698 extern void shader_arb_load_constants(
1699 IWineD3DDevice* device,
1700 char usePixelShader,
1701 char useVertexShader);
1703 /* ARB shader program Prototypes */
1704 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1706 /* ARB pixel shader prototypes */
1707 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1708 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1709 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1710 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1711 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1712 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1713 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1714 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1715 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1716 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1717 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1718 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1719 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1720 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1721 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1723 /* ARB vertex shader prototypes */
1724 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1725 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1726 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1728 /* GLSL helper functions */
1729 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1730 extern void shader_glsl_load_constants(
1731 IWineD3DDevice* device,
1732 char usePixelShader,
1733 char useVertexShader);
1735 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1736 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1737 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1738 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1739 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1740 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1741 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1742 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1743 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1744 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1745 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1746 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1747 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1748 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1749 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1750 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1751 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1752 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1753 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1754 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1755 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1756 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1757 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1758 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1759 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1760 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1761 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1762 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1763 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1764 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1765 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1766 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1767 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1768 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1770 /** GLSL Pixel Shader Prototypes */
1771 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1772 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1773 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1774 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1775 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1776 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1777 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1778 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1779 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1780 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1781 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_glsl_input_pack(
1792 SHADER_BUFFER* buffer,
1793 semantic* semantics_out);
1795 /** GLSL Vertex Shader Prototypes */
1796 extern void vshader_glsl_output_unpack(
1797 SHADER_BUFFER* buffer,
1798 semantic* semantics_out);
1800 /*****************************************************************************
1801 * IDirect3DBaseShader implementation structure
1803 typedef struct IWineD3DBaseShaderClass
1805 DWORD hex_version;
1806 SHADER_LIMITS limits;
1807 SHADER_PARSE_STATE parse_state;
1808 CONST SHADER_OPCODE *shader_ins;
1809 CONST DWORD *function;
1810 UINT functionLength;
1811 GLuint prgId;
1812 BOOL is_compiled;
1814 /* Type of shader backend */
1815 int shader_mode;
1817 /* Programs this shader is linked with */
1818 struct list linked_programs;
1820 /* Immediate constants (override global ones) */
1821 struct list constantsB;
1822 struct list constantsF;
1823 struct list constantsI;
1824 shader_reg_maps reg_maps;
1826 /* Pointer to the parent device */
1827 IWineD3DDevice *device;
1829 } IWineD3DBaseShaderClass;
1831 typedef struct IWineD3DBaseShaderImpl {
1832 /* IUnknown */
1833 const IWineD3DBaseShaderVtbl *lpVtbl;
1834 LONG ref;
1836 /* IWineD3DBaseShader */
1837 IWineD3DBaseShaderClass baseShader;
1838 } IWineD3DBaseShaderImpl;
1840 extern HRESULT shader_get_registers_used(
1841 IWineD3DBaseShader *iface,
1842 shader_reg_maps* reg_maps,
1843 semantic* semantics_in,
1844 semantic* semantics_out,
1845 CONST DWORD* pToken,
1846 IWineD3DStateBlockImpl *stateBlock);
1848 extern void shader_generate_glsl_declarations(
1849 IWineD3DBaseShader *iface,
1850 shader_reg_maps* reg_maps,
1851 SHADER_BUFFER* buffer,
1852 WineD3D_GL_Info* gl_info);
1854 extern void shader_generate_arb_declarations(
1855 IWineD3DBaseShader *iface,
1856 shader_reg_maps* reg_maps,
1857 SHADER_BUFFER* buffer,
1858 WineD3D_GL_Info* gl_info);
1860 extern void shader_generate_main(
1861 IWineD3DBaseShader *iface,
1862 SHADER_BUFFER* buffer,
1863 shader_reg_maps* reg_maps,
1864 CONST DWORD* pFunction);
1866 extern void shader_dump_ins_modifiers(
1867 const DWORD output);
1869 extern void shader_dump_param(
1870 IWineD3DBaseShader *iface,
1871 const DWORD param,
1872 const DWORD addr_token,
1873 int input);
1875 extern void shader_trace_init(
1876 IWineD3DBaseShader *iface,
1877 const DWORD* pFunction);
1879 extern int shader_get_param(
1880 IWineD3DBaseShader* iface,
1881 const DWORD* pToken,
1882 DWORD* param,
1883 DWORD* addr_token);
1885 extern int shader_skip_unrecognized(
1886 IWineD3DBaseShader* iface,
1887 const DWORD* pToken);
1889 extern void print_glsl_info_log(
1890 WineD3D_GL_Info *gl_info,
1891 GLhandleARB obj);
1893 static inline int shader_get_regtype(const DWORD param) {
1894 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1895 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1898 extern unsigned int shader_get_float_offset(const DWORD reg);
1900 static inline BOOL shader_is_pshader_version(DWORD token) {
1901 return 0xFFFF0000 == (token & 0xFFFF0000);
1904 static inline BOOL shader_is_vshader_version(DWORD token) {
1905 return 0xFFFE0000 == (token & 0xFFFF0000);
1908 static inline BOOL shader_is_comment(DWORD token) {
1909 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1912 /* TODO: vFace (ps_3_0) */
1913 static inline BOOL shader_is_scalar(DWORD param) {
1914 DWORD reg_type = shader_get_regtype(param);
1916 switch (reg_type) {
1917 case WINED3DSPR_RASTOUT:
1918 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1919 /* oFog & oPts */
1920 return TRUE;
1922 /* oPos */
1923 return FALSE;
1925 case WINED3DSPR_DEPTHOUT: /* oDepth */
1926 case WINED3DSPR_CONSTBOOL: /* b# */
1927 case WINED3DSPR_LOOP: /* aL */
1928 case WINED3DSPR_PREDICATE: /* p0 */
1929 return TRUE;
1931 default:
1932 return FALSE;
1936 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1937 * so upload them above that
1939 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1940 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1942 /*****************************************************************************
1943 * IDirect3DVertexShader implementation structure
1945 typedef struct IWineD3DVertexShaderImpl {
1946 /* IUnknown parts*/
1947 const IWineD3DVertexShaderVtbl *lpVtbl;
1948 LONG ref; /* Note: Ref counting not required */
1950 /* IWineD3DBaseShader */
1951 IWineD3DBaseShaderClass baseShader;
1953 /* IWineD3DVertexShaderImpl */
1954 IUnknown *parent;
1956 DWORD usage;
1958 /* Vertex shader input and output semantics */
1959 semantic semantics_in [MAX_ATTRIBS];
1960 semantic semantics_out [MAX_REG_OUTPUT];
1962 /* run time datas... */
1963 VSHADERDATA *data;
1964 #if 0 /* needs reworking */
1965 /* run time datas */
1966 VSHADERINPUTDATA input;
1967 VSHADEROUTPUTDATA output;
1968 #endif
1969 } IWineD3DVertexShaderImpl;
1970 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1971 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1973 /*****************************************************************************
1974 * IDirect3DPixelShader implementation structure
1976 typedef struct IWineD3DPixelShaderImpl {
1977 /* IUnknown parts */
1978 const IWineD3DPixelShaderVtbl *lpVtbl;
1979 LONG ref; /* Note: Ref counting not required */
1981 /* IWineD3DBaseShader */
1982 IWineD3DBaseShaderClass baseShader;
1984 /* IWineD3DPixelShaderImpl */
1985 IUnknown *parent;
1987 /* Pixel shader input semantics */
1988 semantic semantics_in [MAX_REG_INPUT];
1990 /* run time data */
1991 PSHADERDATA *data;
1993 /* Some information about the shader behavior */
1994 char needsbumpmat;
1995 UINT bumpenvmatconst;
1997 #if 0 /* needs reworking */
1998 PSHADERINPUTDATA input;
1999 PSHADEROUTPUTDATA output;
2000 #endif
2001 } IWineD3DPixelShaderImpl;
2003 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2004 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2006 /*****************************************************************************
2007 * IWineD3DPalette implementation structure
2009 struct IWineD3DPaletteImpl {
2010 /* IUnknown parts */
2011 const IWineD3DPaletteVtbl *lpVtbl;
2012 LONG ref;
2014 IUnknown *parent;
2015 IWineD3DDeviceImpl *wineD3DDevice;
2017 /* IWineD3DPalette */
2018 HPALETTE hpal;
2019 WORD palVersion; /*| */
2020 WORD palNumEntries; /*| LOGPALETTE */
2021 PALETTEENTRY palents[256]; /*| */
2022 /* This is to store the palette in 'screen format' */
2023 int screen_palents[256];
2024 DWORD Flags;
2027 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2028 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2030 /* DirectDraw utility functions */
2031 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2033 /*****************************************************************************
2034 * Pixel format management
2036 typedef struct {
2037 WINED3DFORMAT format;
2038 DWORD alphaMask, redMask, greenMask, blueMask;
2039 UINT bpp;
2040 BOOL isFourcc;
2041 } StaticPixelFormatDesc;
2043 typedef struct {
2044 /* Array uses the same indices as the static pixelformat */
2045 GLint glInternal, glGammaInternal, glFormat, glType;
2046 } GlPixelFormatDesc;
2048 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2049 const GlPixelFormatDesc **glDesc);
2051 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2052 return (device->vs_selected_mode != SHADER_NONE
2053 && device->stateBlock->vertexShader
2054 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2055 && !device->strided_streams.u.s.position_transformed);
2058 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2059 return (device->ps_selected_mode != SHADER_NONE
2060 && device->stateBlock->pixelShader
2061 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2064 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2065 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2067 #endif