2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
99 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
100 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
101 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
102 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
103 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
105 typedef enum _WINELOOKUP
{
106 WINELOOKUP_WARPPARAM
= 0,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 typedef DWORD magLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1];
115 extern magLookup_t magLookup
;
116 extern magLookup_t magLookup_noFilter
;
118 typedef DWORD minMipLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
119 extern minMipLookup_t minMipLookup
;
120 extern minMipLookup_t minMipLookup_noFilter
;
122 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated by
133 * bit shifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there.
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in
) {
139 const unsigned short s
= ((*in
) & 0x8000);
140 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
141 const unsigned short m
= (*in
) & 0x3FF;
142 const float sgn
= (s
? -1.0 : 1.0);
145 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
146 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
148 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
150 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in
) {
157 float tmp
= fabs(*in
);
158 unsigned int mantissa
;
161 /* Deal with special numbers */
162 if(*in
== 0.0) return 0x0000;
163 if(isnan(*in
)) return 0x7C01;
164 if(isinf(*in
)) return (*in
< 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp
< pow(2, 10)) {
171 }while(tmp
< pow(2, 10));
172 } else if(tmp
>= pow(2, 11)) {
177 }while(tmp
>= pow(2, 11));
180 mantissa
= (unsigned int) tmp
;
181 if(tmp
- mantissa
>= 0.5) mantissa
++; /* round to nearest, away from zero */
183 exp
+= 10; /* Normalize the mantissa */
184 exp
+= 15; /* Exponent is encoded with excess 15 */
186 if(exp
> 30) { /* too big */
187 ret
= 0x7c00; /* INF */
188 } else if(exp
<= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
191 mantissa
= mantissa
>> 1;
194 ret
= mantissa
& 0x3ff;
196 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
199 ret
|= ((*in
< 0.0 ? 1 : 0) << 15); /* Add the sign */
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
224 #define SHADER_GLSL 2
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s
{
238 /* vertex and pixel shader modes */
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
246 int offscreen_rendering_mode
;
247 int rendertargetlock_mode
;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram
;
251 int allow_multisampling
;
252 } wined3d_settings_t
;
254 extern wined3d_settings_t wined3d_settings
;
256 /* Shader backends */
257 struct SHADER_OPCODE_ARG
;
259 #define SHADER_PGMSIZE 65535
260 typedef struct SHADER_BUFFER
{
268 DWORD PrimitiveMiscCaps
;
271 DWORD MaxTextureBlendStages
;
272 DWORD MaxSimultaneousTextures
;
274 DWORD VertexShaderVersion
;
275 DWORD MaxVertexShaderConst
;
277 DWORD PixelShaderVersion
;
278 float PixelShader1xMaxValue
;
280 WINED3DVSHADERCAPS2_0 VS20Caps
;
281 WINED3DPSHADERCAPS2_0 PS20Caps
;
283 DWORD MaxVShaderInstructionsExecuted
;
284 DWORD MaxPShaderInstructionsExecuted
;
285 DWORD MaxVertexShader30InstructionSlots
;
286 DWORD MaxPixelShader30InstructionSlots
;
290 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
291 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
292 void (*shader_destroy_depth_blt
)(IWineD3DDevice
*iface
);
293 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
294 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
295 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
296 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
297 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
298 void (*shader_free_private
)(IWineD3DDevice
*iface
);
299 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
300 void (*shader_generate_pshader
)(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
);
301 void (*shader_generate_vshader
)(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
);
302 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*caps
);
303 void (*shader_dll_load_init
)(void);
304 void (*shader_fragment_enable
)(IWineD3DDevice
*iface
, BOOL enable
);
305 const struct StateEntry
*StateTable_remove
; /* TODO: This has to go away */
308 extern const shader_backend_t atifs_shader_backend
;
309 extern const shader_backend_t glsl_shader_backend
;
310 extern const shader_backend_t arb_program_shader_backend
;
311 extern const shader_backend_t none_shader_backend
;
313 /* GLSL shader private data */
314 struct shader_glsl_priv
{
315 struct glsl_shader_prog_link
*glsl_program
;
316 GLhandleARB depth_blt_glsl_program_id
;
319 /* ARB_program_shader private data */
320 struct shader_arb_priv
{
321 GLuint depth_blt_vprogram_id
;
322 GLuint depth_blt_fprogram_id
;
327 extern void (*wine_tsx11_lock_ptr
)(void);
328 extern void (*wine_tsx11_unlock_ptr
)(void);
330 /* As GLX relies on X, this is needed */
334 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
335 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
337 #define ENTER_GL() wine_tsx11_lock_ptr()
338 #define LEAVE_GL() wine_tsx11_unlock_ptr()
341 /*****************************************************************************
345 /* GL related defines */
346 /* ------------------ */
347 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
348 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
349 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
350 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
352 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
353 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
354 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
355 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
357 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
359 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
360 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
362 #define D3DCOLORTOGLFLOAT4(dw, vec) \
363 (vec)[0] = D3DCOLOR_R(dw); \
364 (vec)[1] = D3DCOLOR_G(dw); \
365 (vec)[2] = D3DCOLOR_B(dw); \
366 (vec)[3] = D3DCOLOR_A(dw);
368 /* DirectX Device Limits */
369 /* --------------------- */
370 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
372 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
373 See MaxStreams in MSDN under GetDeviceCaps */
374 /* Maximum number of constants provided to the shaders */
375 #define HIGHEST_TRANSFORMSTATE 512
376 /* Highest value in WINED3DTRANSFORMSTATETYPE */
378 /* Checking of API calls */
379 /* --------------------- */
380 #define checkGLcall(A) \
382 GLint err = glGetError(); \
383 if (err == GL_NO_ERROR) { \
384 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
387 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
388 debug_glerror(err), err, A, __FILE__, __LINE__); \
389 err = glGetError(); \
390 } while (err != GL_NO_ERROR); \
393 /* Trace routines / diagnostics */
394 /* ---------------------------- */
396 /* Dump out a matrix and copy it */
397 #define conv_mat(mat,gl_mat) \
399 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
400 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
401 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
402 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
403 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
406 /* Macro to dump out the current state of the light chain */
407 #define DUMP_LIGHT_CHAIN() \
409 PLIGHTINFOEL *el = This->stateBlock->lights;\
411 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
416 /* Trace vector and strided data information */
417 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
418 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
419 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);
421 /* Defines used for optimizations */
423 /* Only reapply what is necessary */
424 #define REAPPLY_ALPHAOP 0x0001
425 #define REAPPLY_ALL 0xFFFF
427 /* Advance declaration of structures to satisfy compiler */
428 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
429 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
430 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
431 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
433 /* Global variables */
434 extern const float identity
[16];
436 /*****************************************************************************
437 * Compilable extra diagnostics
440 /* Trace information per-vertex: (extremely high amount of trace) */
441 #if 0 /* NOTE: Must be 0 in cvs */
442 # define VTRACE(A) TRACE A
447 /* Checking of per-vertex related GL calls */
448 /* --------------------- */
449 #define vcheckGLcall(A) \
451 GLint err = glGetError(); \
452 if (err == GL_NO_ERROR) { \
453 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
456 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
457 debug_glerror(err), err, A, __FILE__, __LINE__); \
458 err = glGetError(); \
459 } while (err != GL_NO_ERROR); \
462 /* TODO: Confirm each of these works when wined3d move completed */
463 #if 0 /* NOTE: Must be 0 in cvs */
464 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
465 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
466 is enabled, and if it doesn't exist it is disabled. */
467 # define FRAME_DEBUGGING
468 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
469 the file is deleted */
470 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
471 # define SINGLE_FRAME_DEBUGGING
473 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
474 It can only be enabled when FRAME_DEBUGGING is also enabled
475 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
477 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
478 # define SHOW_FRAME_MAKEUP 1
480 /* The following, when enabled, lets you see the makeup of the all the textures used during each
481 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
482 The contents of the textures assigned to each stage are written into
483 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
484 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
485 # define SHOW_TEXTURE_MAKEUP 0
488 extern BOOL isDumpingFrames
;
489 extern LONG primCounter
;
492 /*****************************************************************************
496 /* Routine common to the draw primitive and draw indexed primitive routines */
497 void drawPrimitive(IWineD3DDevice
*iface
,
501 long StartVertexIndex
,
502 UINT numberOfVertices
,
508 void primitiveDeclarationConvertToStridedData(
509 IWineD3DDevice
*iface
,
510 BOOL useVertexShaderFunction
,
511 WineDirect3DVertexStridedData
*strided
,
514 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
516 typedef void (*glAttribFunc
)(void *data
);
517 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
518 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
519 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
520 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
521 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
525 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
526 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
528 void depth_copy(IWineD3DDevice
*iface
);
530 /* Routines and structures related to state management */
531 typedef struct WineD3DContext WineD3DContext
;
532 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
534 #define STATE_RENDER(a) (a)
535 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
537 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
538 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
540 /* + 1 because samplers start with 0 */
541 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
542 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
544 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
545 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
547 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
548 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
550 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
551 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
552 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
553 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
555 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
556 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
558 #define STATE_VSHADER (STATE_VDECL + 1)
559 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
561 #define STATE_VIEWPORT (STATE_VSHADER + 1)
562 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
564 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
565 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
566 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
567 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
569 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
570 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
572 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
573 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
575 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
576 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
578 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
580 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
582 #define STATE_HIGHEST (STATE_FRONTFACE)
586 DWORD representative
;
587 APPLYSTATEFUNC apply
;
590 struct StateEntryTemplate
593 struct StateEntry content
;
596 extern const struct StateEntryTemplate misc_state_template
[];
597 extern const struct StateEntryTemplate ffp_vertexstate_template
[];
598 extern const struct StateEntryTemplate ffp_fragmentstate_template
[];
599 extern const struct StateEntryTemplate atifs_fragmentstate_template
[];
601 /* "Base" state table */
602 extern const struct StateEntry FFPStateTable
[];
603 void compile_state_table(struct StateEntry
*StateTable
,
604 APPLYSTATEFUNC
**dev_multistate_funcs
,
605 const struct StateEntryTemplate
*vertex
,
606 const struct StateEntryTemplate
*fragment
,
607 const struct StateEntryTemplate
*misc
,
608 const struct StateEntry
*temptable
/* TODO: Remove this */);
610 /* The new context manager that should deal with onscreen and offscreen rendering */
611 struct WineD3DContext
{
612 /* State dirtification
613 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
614 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
615 * 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
616 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
618 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
619 DWORD numDirtyEntries
;
620 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
622 IWineD3DSurface
*surface
;
623 DWORD tid
; /* Thread ID which owns this context at the moment */
625 /* Stores some information about the context state for optimization */
626 GLint last_draw_buffer
;
627 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
628 BOOL last_was_pshader
;
629 BOOL last_was_vshader
;
630 BOOL last_was_foggy_shader
;
631 BOOL namedArraysLoaded
, numberedArraysLoaded
;
632 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
633 GLenum tracking_parm
; /* Which source is tracking current colour */
634 unsigned char num_untracked_materials
;
635 GLenum untracked_materials
[2];
636 BOOL last_was_blit
, last_was_ckey
;
638 char texShaderBumpMap
;
641 char *vshader_const_dirty
, *pshader_const_dirty
;
643 /* The actual opengl context */
652 typedef enum ContextUsage
{
653 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
654 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
655 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
656 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
659 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
660 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
661 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
662 void apply_fbo_state(IWineD3DDevice
*iface
);
664 /* Macros for doing basic GPU detection based on opengl capabilities */
665 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
666 #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])
667 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
668 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
670 /* Default callbacks for implicit object destruction */
671 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
673 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
675 /*****************************************************************************
676 * Internal representation of a light
678 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
679 struct PLIGHTINFOEL
{
680 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
687 /* Converted parms to speed up swapping lights */
696 /* The default light parameters */
697 extern const WINED3DLIGHT WINED3D_default_light
;
699 typedef struct WineD3D_PixelFormat
701 int iPixelFormat
; /* WGL pixel format */
702 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
703 int redSize
, greenSize
, blueSize
, alphaSize
;
704 int depthSize
, stencilSize
;
706 BOOL pbufferDrawable
;
710 } WineD3D_PixelFormat
;
712 /* The adapter structure */
713 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
714 struct WineD3DAdapter
719 WineD3D_GL_Info gl_info
;
721 const char *description
;
722 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
724 WineD3D_PixelFormat
*cfgs
;
725 BOOL brokenStencil
; /* Set on cards which only offer mixed depth+stencil */
726 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
727 unsigned int UsedTextureRam
;
730 extern BOOL
InitAdapters(void);
731 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
732 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
734 /*****************************************************************************
735 * High order patch management
737 struct WineD3DRectPatch
741 WineDirect3DVertexStridedData strided
;
742 WINED3DRECTPATCH_INFO RectPatchInfo
;
744 char has_normals
, has_texcoords
;
748 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
750 enum projection_types
757 /*****************************************************************************
758 * Fixed function pipeline replacements
760 struct texture_stage_op
762 WINED3DTEXTUREOP cop
, aop
;
763 DWORD carg1
, carg2
, carg0
;
764 DWORD aarg1
, aarg2
, aarg0
;
765 WINED3DFORMAT color_correction
;
767 enum projection_types projected
;
772 struct texture_stage_op op
[MAX_TEXTURES
];
776 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
,struct texture_stage_op op
[MAX_TEXTURES
]);
777 struct ffp_desc
*find_ffp_shader(struct list
*shaders
, struct texture_stage_op op
[MAX_TEXTURES
]);
778 void add_ffp_shader(struct list
*shaders
, struct ffp_desc
*desc
);
780 /*****************************************************************************
781 * IWineD3D implementation structure
783 typedef struct IWineD3DImpl
785 /* IUnknown fields */
786 const IWineD3DVtbl
*lpVtbl
;
787 LONG ref
; /* Note: Ref counting not required */
789 /* WineD3D Information */
794 extern const IWineD3DVtbl IWineD3D_Vtbl
;
796 /* TODO: setup some flags in the registry to enable, disable pbuffer support
797 (since it will break quite a few things until contexts are managed properly!) */
798 extern BOOL pbuffer_support
;
799 /* allocate one pbuffer per surface */
800 extern BOOL pbuffer_per_surface
;
802 /* A helper function that dumps a resource list */
803 void dumpResources(struct list
*list
);
805 /*****************************************************************************
806 * IWineD3DDevice implementation structure
808 struct IWineD3DDeviceImpl
810 /* IUnknown fields */
811 const IWineD3DDeviceVtbl
*lpVtbl
;
812 LONG ref
; /* Note: Ref counting not required */
814 /* WineD3D Information */
817 struct WineD3DAdapter
*adapter
;
819 /* Window styles to restore when switching fullscreen mode */
823 /* X and GL Information */
824 GLint maxConcurrentLights
;
825 GLenum offscreenBuffer
;
827 /* Selected capabilities */
828 int vs_selected_mode
;
829 int ps_selected_mode
;
830 const shader_backend_t
*shader_backend
;
831 hash_table_t
*glsl_program_lookup
;
833 struct StateEntry StateTable
[STATE_HIGHEST
+ 1];
834 /* Array of functions for states which are handled by more than one pipeline part */
835 APPLYSTATEFUNC
*multistate_funcs
[STATE_HIGHEST
+ 1];
838 BOOL view_ident
; /* true iff view matrix is identity */
840 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
841 unsigned char surface_alignment
; /* Line Alignment of surfaces */
843 /* State block related */
844 BOOL isRecordingState
;
845 IWineD3DStateBlockImpl
*stateBlock
;
846 IWineD3DStateBlockImpl
*updateStateBlock
;
849 /* Internal use fields */
850 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
852 WINED3DDEVTYPE devType
;
854 IWineD3DSwapChain
**swapchains
;
855 UINT NumberOfSwapChains
;
857 struct list resources
; /* a linked list to track resources created by the device */
858 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
859 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
861 /* Render Target Support */
862 IWineD3DSurface
**render_targets
;
863 IWineD3DSurface
*auto_depth_stencil_buffer
;
864 IWineD3DSurface
**fbo_color_attachments
;
865 IWineD3DSurface
*fbo_depth_attachment
;
867 IWineD3DSurface
*stencilBufferTarget
;
869 /* Caches to avoid unneeded context changes */
870 IWineD3DSurface
*lastActiveRenderTarget
;
871 IWineD3DSwapChain
*lastActiveSwapChain
;
873 /* palettes texture management */
874 UINT NumberOfPalettes
;
875 PALETTEENTRY
**palettes
;
877 UINT paletteConversionShader
;
879 /* For rendering to a texture using glCopyTexImage */
880 BOOL render_offscreen
;
884 GLenum
*draw_buffers
;
885 GLuint depth_blt_texture
;
890 /* Cursor management */
896 UINT cursorWidth
, cursorHeight
;
897 GLuint cursorTexture
;
898 BOOL haveHardwareCursor
;
899 HCURSOR hardwareCursor
;
901 /* The Wine logo surface */
902 IWineD3DSurface
*logo_surface
;
904 /* Textures for when no other textures are mapped */
905 UINT dummyTextureName
[MAX_TEXTURES
];
907 /* Debug stream management */
910 /* Device state management */
912 BOOL d3d_initialized
;
914 /* A flag to check for proper BeginScene / EndScene call pairs */
917 /* process vertex shaders using software or hardware */
918 BOOL softwareVertexProcessing
;
920 /* DirectDraw stuff */
922 IWineD3DSurface
*ddraw_primary
;
923 DWORD ddraw_width
, ddraw_height
;
924 WINED3DFORMAT ddraw_format
;
925 BOOL ddraw_fullscreen
;
927 /* Final position fixup constant */
930 /* With register combiners we can skip junk texture stages */
931 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
932 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
933 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
935 /* Stream source management */
936 WineDirect3DVertexStridedData strided_streams
;
937 WineDirect3DVertexStridedData
*up_strided
;
938 BOOL useDrawStridedSlow
;
941 /* Context management */
942 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
943 WineD3DContext
*activeContext
;
946 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
947 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
949 /* High level patch management */
950 #define PATCHMAP_SIZE 43
951 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
952 struct list patches
[PATCHMAP_SIZE
];
953 struct WineD3DRectPatch
*currentPatch
;
956 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
958 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
959 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
960 float Z
, DWORD Stencil
);
961 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
962 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
963 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
964 DWORD idx
= state
>> 5;
965 BYTE shift
= state
& 0x1f;
966 return context
->isStateDirty
[idx
] & (1 << shift
);
969 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
970 typedef struct PrivateData
975 DWORD flags
; /* DDSPD_* */
976 DWORD uniqueness_value
;
987 /*****************************************************************************
988 * IWineD3DResource implementation structure
990 typedef struct IWineD3DResourceClass
992 /* IUnknown fields */
993 LONG ref
; /* Note: Ref counting not required */
995 /* WineD3DResource Information */
997 WINED3DRESOURCETYPE resourceType
;
998 IWineD3DDeviceImpl
*wineD3DDevice
;
1002 WINED3DFORMAT format
;
1003 BYTE
*allocatedMemory
; /* Pointer to the real data location */
1004 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
1005 struct list privateData
;
1006 struct list resource_list_entry
;
1008 } IWineD3DResourceClass
;
1010 typedef struct IWineD3DResourceImpl
1012 /* IUnknown & WineD3DResource Information */
1013 const IWineD3DResourceVtbl
*lpVtbl
;
1014 IWineD3DResourceClass resource
;
1015 } IWineD3DResourceImpl
;
1017 /* Tests show that the start address of resources is 32 byte aligned */
1018 #define RESOURCE_ALIGNMENT 32
1020 /*****************************************************************************
1021 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1023 enum vbo_conversion_type
{
1027 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
1029 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1030 * fixed function semantics as D3DCOLOR or FLOAT16
1034 typedef struct IWineD3DVertexBufferImpl
1036 /* IUnknown & WineD3DResource Information */
1037 const IWineD3DVertexBufferVtbl
*lpVtbl
;
1038 IWineD3DResourceClass resource
;
1040 /* WineD3DVertexBuffer specifics */
1043 /* Vertex buffer object support */
1050 UINT dirtystart
, dirtyend
;
1053 LONG declChanges
, draws
;
1054 /* Last description of the buffer */
1055 DWORD stride
; /* 0 if no conversion */
1056 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
1058 /* Extra load offsets, for FLOAT16 conversion */
1059 DWORD
*conv_shift
; /* NULL if no shifted conversion */
1060 DWORD conv_stride
; /* 0 if no shifted conversion */
1061 } IWineD3DVertexBufferImpl
;
1063 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
1065 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1066 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1067 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1068 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1070 /*****************************************************************************
1071 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1073 typedef struct IWineD3DIndexBufferImpl
1075 /* IUnknown & WineD3DResource Information */
1076 const IWineD3DIndexBufferVtbl
*lpVtbl
;
1077 IWineD3DResourceClass resource
;
1080 UINT dirtystart
, dirtyend
;
1083 /* WineD3DVertexBuffer specifics */
1084 } IWineD3DIndexBufferImpl
;
1086 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
1088 /*****************************************************************************
1089 * IWineD3DBaseTexture D3D- > openGL state map lookups
1091 #define WINED3DFUNC_NOTSUPPORTED -2
1092 #define WINED3DFUNC_UNIMPLEMENTED -1
1094 typedef enum winetexturestates
{
1095 WINED3DTEXSTA_ADDRESSU
= 0,
1096 WINED3DTEXSTA_ADDRESSV
= 1,
1097 WINED3DTEXSTA_ADDRESSW
= 2,
1098 WINED3DTEXSTA_BORDERCOLOR
= 3,
1099 WINED3DTEXSTA_MAGFILTER
= 4,
1100 WINED3DTEXSTA_MINFILTER
= 5,
1101 WINED3DTEXSTA_MIPFILTER
= 6,
1102 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1103 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1104 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1105 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1106 WINED3DTEXSTA_DMAPOFFSET
= 11,
1107 WINED3DTEXSTA_TSSADDRESSW
= 12,
1108 MAX_WINETEXTURESTATES
= 13,
1109 } winetexturestates
;
1111 /*****************************************************************************
1112 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1114 typedef struct IWineD3DBaseTextureClass
1120 WINED3DTEXTUREFILTERTYPE filterType
;
1121 DWORD states
[MAX_WINETEXTURESTATES
];
1125 UINT srgb_mode_change_count
;
1126 WINED3DFORMAT shader_conversion_group
;
1127 float pow2Matrix
[16];
1128 minMipLookup_t
*minMipLookup
;
1129 magLookup_t
*magLookup
;
1130 } IWineD3DBaseTextureClass
;
1132 typedef struct IWineD3DBaseTextureImpl
1134 /* IUnknown & WineD3DResource Information */
1135 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1136 IWineD3DResourceClass resource
;
1137 IWineD3DBaseTextureClass baseTexture
;
1139 } IWineD3DBaseTextureImpl
;
1141 /*****************************************************************************
1142 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1144 typedef struct IWineD3DTextureImpl
1146 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1147 const IWineD3DTextureVtbl
*lpVtbl
;
1148 IWineD3DResourceClass resource
;
1149 IWineD3DBaseTextureClass baseTexture
;
1151 /* IWineD3DTexture */
1152 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1158 } IWineD3DTextureImpl
;
1160 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1162 /*****************************************************************************
1163 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1165 typedef struct IWineD3DCubeTextureImpl
1167 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1168 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1169 IWineD3DResourceClass resource
;
1170 IWineD3DBaseTextureClass baseTexture
;
1172 /* IWineD3DCubeTexture */
1173 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1176 } IWineD3DCubeTextureImpl
;
1178 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1180 typedef struct _WINED3DVOLUMET_DESC
1185 } WINED3DVOLUMET_DESC
;
1187 /*****************************************************************************
1188 * IWineD3DVolume implementation structure (extends IUnknown)
1190 typedef struct IWineD3DVolumeImpl
1192 /* IUnknown & WineD3DResource fields */
1193 const IWineD3DVolumeVtbl
*lpVtbl
;
1194 IWineD3DResourceClass resource
;
1196 /* WineD3DVolume Information */
1197 WINED3DVOLUMET_DESC currentDesc
;
1198 IWineD3DBase
*container
;
1203 WINED3DBOX lockedBox
;
1204 WINED3DBOX dirtyBox
;
1208 } IWineD3DVolumeImpl
;
1210 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1212 /*****************************************************************************
1213 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1215 typedef struct IWineD3DVolumeTextureImpl
1217 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1218 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1219 IWineD3DResourceClass resource
;
1220 IWineD3DBaseTextureClass baseTexture
;
1222 /* IWineD3DVolumeTexture */
1223 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1228 } IWineD3DVolumeTextureImpl
;
1230 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1232 typedef struct _WINED3DSURFACET_DESC
1234 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1235 DWORD MultiSampleQuality
;
1238 } WINED3DSURFACET_DESC
;
1240 /*****************************************************************************
1241 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1243 typedef struct wineD3DSurface_DIB
{
1249 } wineD3DSurface_DIB
;
1256 } renderbuffer_entry_t
;
1258 /*****************************************************************************
1259 * IWineD3DClipp implementation structure
1261 typedef struct IWineD3DClipperImpl
1263 const IWineD3DClipperVtbl
*lpVtbl
;
1268 } IWineD3DClipperImpl
;
1271 /*****************************************************************************
1272 * IWineD3DSurface implementation structure
1274 struct IWineD3DSurfaceImpl
1276 /* IUnknown & IWineD3DResource Information */
1277 const IWineD3DSurfaceVtbl
*lpVtbl
;
1278 IWineD3DResourceClass resource
;
1280 /* IWineD3DSurface fields */
1281 IWineD3DBase
*container
;
1282 WINED3DSURFACET_DESC currentDesc
;
1283 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1284 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1288 /* TODO: move this off into a management class(maybe!) */
1294 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1295 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1297 /* Oversized texture */
1306 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1308 glDescriptor glDescription
;
1312 wineD3DSurface_DIB dib
;
1315 /* Color keys for DDraw */
1316 WINEDDCOLORKEY DestBltCKey
;
1317 WINEDDCOLORKEY DestOverlayCKey
;
1318 WINEDDCOLORKEY SrcOverlayCKey
;
1319 WINEDDCOLORKEY SrcBltCKey
;
1322 WINEDDCOLORKEY glCKey
;
1324 struct list renderbuffers
;
1325 renderbuffer_entry_t
*current_renderbuffer
;
1327 /* DirectDraw clippers */
1328 IWineD3DClipper
*clipper
;
1331 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1332 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1334 /* Predeclare the shared Surface functions */
1335 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1336 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1337 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1338 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1339 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1340 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1341 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1342 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1343 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1344 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1345 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1346 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1347 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1348 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1349 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1350 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1351 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1352 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1353 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1354 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1355 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1356 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1357 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1358 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1359 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1360 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1361 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1362 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1363 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1364 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1365 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1366 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1367 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1368 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1370 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1372 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1373 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1374 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1375 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1377 /* Surface flags: */
1378 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1379 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1380 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1381 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1382 #define SFLAG_DISCARD 0x00000010 /* ??? */
1383 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1384 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1385 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1386 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1387 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1388 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1389 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1390 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1391 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1392 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1393 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1394 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1395 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1396 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1397 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1398 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1399 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1401 /* In some conditions the surface memory must not be freed:
1402 * SFLAG_OVERSIZE: Not all data can be kept in GL
1403 * SFLAG_CONVERTED: Converting the data back would take too long
1404 * SFLAG_DIBSECTION: The dib code manages the memory
1405 * SFLAG_LOCKED: The app requires access to the surface data
1406 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1407 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1408 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1409 * SFLAG_CLIENT: OpenGL uses our memory as backup
1411 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1413 SFLAG_DIBSECTION | \
1421 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1425 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1428 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1433 CONVERT_PALETTED_CK
,
1437 CONVERT_CK_4444_ARGB
,
1442 CONVERT_CK_8888_ARGB
,
1455 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
);
1457 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
1459 /*****************************************************************************
1460 * IWineD3DVertexDeclaration implementation structure
1462 typedef struct attrib_declaration
{
1465 } attrib_declaration
;
1467 #define MAX_ATTRIBS 16
1469 typedef struct IWineD3DVertexDeclarationImpl
{
1470 /* IUnknown Information */
1471 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1475 IWineD3DDeviceImpl
*wineD3DDevice
;
1477 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1478 UINT declarationWNumElements
;
1480 DWORD streams
[MAX_STREAMS
];
1482 BOOL position_transformed
;
1483 BOOL half_float_conv_needed
;
1485 /* Ordered array of declaration types that need swizzling in a vshader */
1486 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1487 UINT num_swizzled_attribs
;
1488 } IWineD3DVertexDeclarationImpl
;
1490 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1492 /*****************************************************************************
1493 * IWineD3DStateBlock implementation structure
1496 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1497 /* Note: Very long winded but gl Lists are not flexible enough */
1498 /* to resolve everything we need, so doing it manually for now */
1499 typedef struct SAVEDSTATES
{
1503 BOOL streamSource
[MAX_STREAMS
];
1504 BOOL streamFreq
[MAX_STREAMS
];
1505 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1506 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1508 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1509 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1510 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1511 BOOL clipplane
[MAX_CLIPPLANES
];
1514 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1515 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1516 BOOL
*pixelShaderConstantsF
;
1518 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1519 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1520 BOOL
*vertexShaderConstantsF
;
1535 struct IWineD3DStateBlockImpl
1537 /* IUnknown fields */
1538 const IWineD3DStateBlockVtbl
*lpVtbl
;
1539 LONG ref
; /* Note: Ref counting not required */
1541 /* IWineD3DStateBlock information */
1543 IWineD3DDeviceImpl
*wineD3DDevice
;
1544 WINED3DSTATEBLOCKTYPE blockType
;
1546 /* Array indicating whether things have been set or changed */
1547 SAVEDSTATES changed
;
1548 struct list set_vconstantsF
;
1549 struct list set_pconstantsF
;
1551 /* Drawing - Vertex Shader or FVF related */
1553 /* Vertex Shader Declaration */
1554 IWineD3DVertexDeclaration
*vertexDecl
;
1556 IWineD3DVertexShader
*vertexShader
;
1558 /* Vertex Shader Constants */
1559 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1560 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1561 float *vertexShaderConstantF
;
1565 UINT streamStride
[MAX_STREAMS
];
1566 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1567 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1568 UINT streamFreq
[MAX_STREAMS
+ 1];
1569 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1572 IWineD3DIndexBuffer
* pIndexData
;
1573 INT baseVertexIndex
;
1574 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1577 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1579 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1580 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1581 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1582 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1583 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1586 double clipplane
[MAX_CLIPPLANES
][4];
1587 WINED3DCLIPSTATUS clip_status
;
1590 WINED3DVIEWPORT viewport
;
1593 WINED3DMATERIAL material
;
1596 IWineD3DPixelShader
*pixelShader
;
1598 /* Pixel Shader Constants */
1599 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1600 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1601 float *pixelShaderConstantF
;
1604 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1607 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1608 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1610 /* Texture State Stage */
1611 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1612 DWORD lowest_disabled_stage
;
1613 /* Sampler States */
1614 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1616 /* Scissor test rectangle */
1619 /* Contained state management */
1620 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1621 unsigned int num_contained_render_states
;
1622 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1623 unsigned int num_contained_transform_states
;
1624 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1625 unsigned int num_contained_vs_consts_i
;
1626 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1627 unsigned int num_contained_vs_consts_b
;
1628 DWORD
*contained_vs_consts_f
;
1629 unsigned int num_contained_vs_consts_f
;
1630 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1631 unsigned int num_contained_ps_consts_i
;
1632 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1633 unsigned int num_contained_ps_consts_b
;
1634 DWORD
*contained_ps_consts_f
;
1635 unsigned int num_contained_ps_consts_f
;
1636 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1637 unsigned int num_contained_tss_states
;
1638 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1639 unsigned int num_contained_sampler_states
;
1642 extern void stateblock_savedstates_set(
1643 IWineD3DStateBlock
* iface
,
1644 SAVEDSTATES
* states
,
1647 extern void stateblock_savedstates_copy(
1648 IWineD3DStateBlock
* iface
,
1650 SAVEDSTATES
* source
);
1652 extern void stateblock_copy(
1653 IWineD3DStateBlock
* destination
,
1654 IWineD3DStateBlock
* source
);
1656 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1658 /* Direct3D terminology with little modifications. We do not have an issued state
1659 * because only the driver knows about it, but we have a created state because d3d
1660 * allows GetData on a created issue, but opengl doesn't
1667 /*****************************************************************************
1668 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1670 typedef struct IWineD3DQueryImpl
1672 const IWineD3DQueryVtbl
*lpVtbl
;
1673 LONG ref
; /* Note: Ref counting not required */
1676 /*TODO: replace with iface usage */
1678 IWineD3DDevice
*wineD3DDevice
;
1680 IWineD3DDeviceImpl
*wineD3DDevice
;
1683 /* IWineD3DQuery fields */
1684 enum query_state state
;
1685 WINED3DQUERYTYPE type
;
1686 /* TODO: Think about using a IUnknown instead of a void* */
1690 } IWineD3DQueryImpl
;
1692 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1693 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1694 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1696 /* Datastructures for IWineD3DQueryImpl.extendedData */
1697 typedef struct WineQueryOcclusionData
{
1699 WineD3DContext
*ctx
;
1700 } WineQueryOcclusionData
;
1702 typedef struct WineQueryEventData
{
1704 WineD3DContext
*ctx
;
1705 } WineQueryEventData
;
1707 /*****************************************************************************
1708 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1711 typedef struct IWineD3DSwapChainImpl
1714 const IWineD3DSwapChainVtbl
*lpVtbl
;
1715 LONG ref
; /* Note: Ref counting not required */
1718 IWineD3DDeviceImpl
*wineD3DDevice
;
1720 /* IWineD3DSwapChain fields */
1721 IWineD3DSurface
**backBuffer
;
1722 IWineD3DSurface
*frontBuffer
;
1723 BOOL wantsDepthStencilBuffer
;
1724 WINED3DPRESENT_PARAMETERS presentParms
;
1725 DWORD orig_width
, orig_height
;
1726 WINED3DFORMAT orig_fmt
;
1727 WINED3DGAMMARAMP orig_gamma
;
1729 long prev_time
, frames
; /* Performance tracking */
1730 unsigned int vSyncCounter
;
1732 WineD3DContext
**context
; /* Later a array for multithreading */
1733 unsigned int num_contexts
;
1736 } IWineD3DSwapChainImpl
;
1738 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1740 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1742 /*****************************************************************************
1743 * Utility function prototypes
1746 /* Trace routines */
1747 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1748 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1749 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1750 const char* debug_d3dusage(DWORD usage
);
1751 const char* debug_d3dusagequery(DWORD usagequery
);
1752 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1753 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1754 const char* debug_d3ddeclusage(BYTE usage
);
1755 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1756 const char* debug_d3drenderstate(DWORD state
);
1757 const char* debug_d3dsamplerstate(DWORD state
);
1758 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1759 const char* debug_d3dtexturestate(DWORD state
);
1760 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1761 const char* debug_d3dpool(WINED3DPOOL pool
);
1762 const char *debug_fbostatus(GLenum status
);
1763 const char *debug_glerror(GLenum error
);
1764 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1765 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1767 /* Routines for GL <-> D3D values */
1768 GLenum
StencilOp(DWORD op
);
1769 GLenum
CompareFunc(DWORD func
);
1770 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1771 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
);
1772 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1773 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1775 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1776 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1777 void surface_modify_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1778 void surface_load_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1780 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1781 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1784 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1785 unsigned int count_bits(unsigned int mask
);
1787 /*****************************************************************************
1788 * To enable calling of inherited functions, requires prototypes
1790 * Note: Only require classes which are subclassed, ie resource, basetexture,
1792 /*** IUnknown methods ***/
1793 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1794 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1795 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1796 /*** IWineD3DResource methods ***/
1797 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1798 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1799 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1800 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1801 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1802 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1803 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1804 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1805 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1806 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1807 /*** class static members ***/
1808 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1810 /*** IUnknown methods ***/
1811 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1812 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1813 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1814 /*** IWineD3DResource methods ***/
1815 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1816 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1817 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1818 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1819 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1820 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1821 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1822 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1823 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1824 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1825 /*** IWineD3DBaseTexture methods ***/
1826 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1827 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1828 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1829 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1830 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1831 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1832 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1833 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1835 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1836 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1837 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1838 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1839 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1840 /*** class static members ***/
1841 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1843 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1845 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1846 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1847 * used if the user is using GLSL shaders. */
1848 struct glsl_shader_prog_link
{
1849 struct list vshader_entry
;
1850 struct list pshader_entry
;
1851 GLhandleARB programId
;
1852 GLhandleARB
*vuniformF_locations
;
1853 GLhandleARB
*puniformF_locations
;
1854 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1855 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1856 GLhandleARB posFixup_location
;
1857 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1858 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1859 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1860 GLhandleARB srgb_comparison_location
;
1861 GLhandleARB srgb_mul_low_location
;
1862 GLhandleARB ycorrection_location
;
1863 GLenum vertex_color_clamp
;
1864 GLhandleARB vshader
;
1865 GLhandleARB pshader
;
1869 GLhandleARB vshader
;
1870 GLhandleARB pshader
;
1871 } glsl_program_key_t
;
1873 /* TODO: Make this dynamic, based on shader limits ? */
1874 #define MAX_REG_ADDR 1
1875 #define MAX_REG_TEMP 32
1876 #define MAX_REG_TEXCRD 8
1877 #define MAX_REG_INPUT 12
1878 #define MAX_REG_OUTPUT 12
1879 #define MAX_CONST_I 16
1880 #define MAX_CONST_B 16
1882 /* FIXME: This needs to go up to 2048 for
1883 * Shader model 3 according to msdn (and for software shaders) */
1884 #define MAX_LABELS 16
1886 typedef struct semantic
{
1891 typedef struct local_constant
{
1897 typedef struct shader_reg_maps
{
1899 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1900 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1901 char address
[MAX_REG_ADDR
]; /* vertex */
1902 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1903 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1904 char attributes
[MAX_ATTRIBS
]; /* vertex */
1905 char labels
[MAX_LABELS
]; /* pixel, vertex */
1906 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1908 /* Sampler usage tokens
1909 * Use 0 as default (bit 31 is always 1 on a valid token) */
1910 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1911 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1912 char usesnrm
, vpos
, usesdsy
;
1915 /* Whether or not loops are used in this shader, and nesting depth */
1916 unsigned loop_depth
;
1918 /* Whether or not this shader uses fog */
1923 /* Undocumented opcode controls */
1924 #define INST_CONTROLS_SHIFT 16
1925 #define INST_CONTROLS_MASK 0x00ff0000
1927 typedef enum COMPARISON_TYPE
{
1936 typedef struct SHADER_OPCODE
{
1937 unsigned int opcode
;
1941 CONST UINT num_params
;
1942 SHADER_HANDLER hw_fct
;
1943 SHADER_HANDLER hw_glsl_fct
;
1948 typedef struct SHADER_OPCODE_ARG
{
1949 IWineD3DBaseShader
* shader
;
1950 shader_reg_maps
* reg_maps
;
1951 CONST SHADER_OPCODE
* opcode
;
1958 SHADER_BUFFER
* buffer
;
1959 } SHADER_OPCODE_ARG
;
1961 typedef struct SHADER_LIMITS
{
1962 unsigned int temporary
;
1963 unsigned int texcoord
;
1964 unsigned int sampler
;
1965 unsigned int constant_int
;
1966 unsigned int constant_float
;
1967 unsigned int constant_bool
;
1968 unsigned int address
;
1969 unsigned int packed_output
;
1970 unsigned int packed_input
;
1971 unsigned int attributes
;
1975 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1976 maintain state information between multiple codes */
1977 typedef struct SHADER_PARSE_STATE
{
1978 unsigned int current_row
;
1979 DWORD texcoord_w
[2];
1980 } SHADER_PARSE_STATE
;
1983 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1985 #define PRINTF_ATTR(fmt,args)
1988 /* Base Shader utility functions.
1989 * (may move callers into the same file in the future) */
1990 extern int shader_addline(
1991 SHADER_BUFFER
* buffer
,
1992 const char* fmt
, ...) PRINTF_ATTR(2,3);
1994 extern const SHADER_OPCODE
* shader_get_opcode(
1995 IWineD3DBaseShader
*iface
,
1998 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
2000 /* Vertex shader utility functions */
2001 extern BOOL
vshader_get_input(
2002 IWineD3DVertexShader
* iface
,
2003 BYTE usage_req
, BYTE usage_idx_req
,
2004 unsigned int* regnum
);
2006 extern BOOL
vshader_input_is_color(
2007 IWineD3DVertexShader
* iface
,
2008 unsigned int regnum
);
2010 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
2012 /* ARB_[vertex/fragment]_program helper functions */
2013 extern void shader_arb_load_constants(
2014 IWineD3DDevice
* device
,
2015 char usePixelShader
,
2016 char useVertexShader
);
2018 /* ARB shader program Prototypes */
2019 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
2021 /* ARB pixel shader prototypes */
2022 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
2023 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
2024 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
2025 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2026 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
2027 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
2028 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2029 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2030 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
2031 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2032 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2033 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2034 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2035 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2036 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2037 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
2038 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
2039 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2040 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
2041 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
2042 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2043 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
2044 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2046 /* ARB vertex / pixel shader common prototypes */
2047 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
2048 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
2049 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
2051 /* ARB vertex shader prototypes */
2052 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2053 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
2055 /* GLSL helper functions */
2056 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
2057 extern void shader_glsl_load_constants(
2058 IWineD3DDevice
* device
,
2059 char usePixelShader
,
2060 char useVertexShader
);
2062 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2063 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
2064 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
2065 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
2066 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
2067 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
2068 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
2069 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
2070 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
2071 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
2072 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
2073 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
2074 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
2075 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
2076 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
2077 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
2078 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
2079 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
2080 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
2081 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
2082 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
2083 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
2084 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
2085 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
2086 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
2087 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
2088 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
2089 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
2090 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
2091 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
2092 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
2093 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
2094 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
2095 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
2096 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
2098 /** GLSL Pixel Shader Prototypes */
2099 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
2100 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
2101 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2102 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
2103 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
2104 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2105 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2106 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2107 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
2108 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2109 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2110 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2111 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2112 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2113 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2114 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2115 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2116 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2117 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2118 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2119 extern void pshader_glsl_input_pack(
2120 SHADER_BUFFER
* buffer
,
2121 semantic
* semantics_out
,
2122 IWineD3DPixelShader
*iface
);
2124 /*****************************************************************************
2125 * IDirect3DBaseShader implementation structure
2127 typedef struct IWineD3DBaseShaderClass
2131 SHADER_LIMITS limits
;
2132 SHADER_PARSE_STATE parse_state
;
2133 CONST SHADER_OPCODE
*shader_ins
;
2135 UINT functionLength
;
2138 UINT cur_loop_depth
, cur_loop_regno
;
2139 BOOL load_local_constsF
;
2141 /* Type of shader backend */
2144 /* Programs this shader is linked with */
2145 struct list linked_programs
;
2147 /* Immediate constants (override global ones) */
2148 struct list constantsB
;
2149 struct list constantsF
;
2150 struct list constantsI
;
2151 shader_reg_maps reg_maps
;
2153 /* Pixel formats of sampled textures, for format conversion. This
2154 * represents the formats found during compilation, it is not initialized
2155 * on the first parser pass. It is needed to check if the shader
2156 * needs recompilation to adjust the format conversion
2158 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2159 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2160 UINT num_sampled_samplers
;
2162 UINT recompile_count
;
2164 /* Pointer to the parent device */
2165 IWineD3DDevice
*device
;
2166 struct list shader_list_entry
;
2168 } IWineD3DBaseShaderClass
;
2170 typedef struct IWineD3DBaseShaderImpl
{
2172 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2174 /* IWineD3DBaseShader */
2175 IWineD3DBaseShaderClass baseShader
;
2176 } IWineD3DBaseShaderImpl
;
2178 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2179 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2180 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2182 extern HRESULT
shader_get_registers_used(
2183 IWineD3DBaseShader
*iface
,
2184 shader_reg_maps
* reg_maps
,
2185 semantic
* semantics_in
,
2186 semantic
* semantics_out
,
2187 CONST DWORD
* pToken
,
2188 IWineD3DStateBlockImpl
*stateBlock
);
2190 extern void shader_generate_glsl_declarations(
2191 IWineD3DBaseShader
*iface
,
2192 shader_reg_maps
* reg_maps
,
2193 SHADER_BUFFER
* buffer
,
2194 WineD3D_GL_Info
* gl_info
);
2196 extern void shader_generate_arb_declarations(
2197 IWineD3DBaseShader
*iface
,
2198 shader_reg_maps
* reg_maps
,
2199 SHADER_BUFFER
* buffer
,
2200 WineD3D_GL_Info
* gl_info
);
2202 extern void shader_generate_main(
2203 IWineD3DBaseShader
*iface
,
2204 SHADER_BUFFER
* buffer
,
2205 shader_reg_maps
* reg_maps
,
2206 CONST DWORD
* pFunction
);
2208 extern void shader_dump_ins_modifiers(
2209 const DWORD output
);
2211 extern void shader_dump_param(
2212 IWineD3DBaseShader
*iface
,
2214 const DWORD addr_token
,
2217 extern void shader_trace_init(
2218 IWineD3DBaseShader
*iface
,
2219 const DWORD
* pFunction
);
2221 extern int shader_get_param(
2222 IWineD3DBaseShader
* iface
,
2223 const DWORD
* pToken
,
2227 extern int shader_skip_unrecognized(
2228 IWineD3DBaseShader
* iface
,
2229 const DWORD
* pToken
);
2231 extern void print_glsl_info_log(
2232 WineD3D_GL_Info
*gl_info
,
2235 static inline int shader_get_regtype(const DWORD param
) {
2236 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2237 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2240 static inline int shader_get_writemask(const DWORD param
) {
2241 return param
& WINED3DSP_WRITEMASK_ALL
;
2244 extern unsigned int shader_get_float_offset(const DWORD reg
);
2246 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2247 return 0xFFFF0000 == (token
& 0xFFFF0000);
2250 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2251 return 0xFFFE0000 == (token
& 0xFFFF0000);
2254 static inline BOOL
shader_is_comment(DWORD token
) {
2255 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2258 static inline BOOL
shader_is_scalar(DWORD param
) {
2259 DWORD reg_type
= shader_get_regtype(param
);
2263 case WINED3DSPR_RASTOUT
:
2264 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2271 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2272 case WINED3DSPR_CONSTBOOL
: /* b# */
2273 case WINED3DSPR_LOOP
: /* aL */
2274 case WINED3DSPR_PREDICATE
: /* p0 */
2277 case WINED3DSPR_MISCTYPE
:
2278 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2293 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2294 local_constant
* lconst
;
2296 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2297 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2298 if(lconst
->idx
== reg
) return TRUE
;
2304 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2305 * so upload them above that
2307 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2308 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2310 /*****************************************************************************
2311 * IDirect3DVertexShader implementation structure
2313 typedef struct IWineD3DVertexShaderImpl
{
2315 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2317 /* IWineD3DBaseShader */
2318 IWineD3DBaseShaderClass baseShader
;
2320 /* IWineD3DVertexShaderImpl */
2325 /* Vertex shader input and output semantics */
2326 semantic semantics_in
[MAX_ATTRIBS
];
2327 semantic semantics_out
[MAX_REG_OUTPUT
];
2329 /* Ordered array of attributes that are swizzled */
2330 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2331 UINT num_swizzled_attribs
;
2333 /* run time data... */
2335 UINT min_rel_offset
, max_rel_offset
;
2338 UINT recompile_count
;
2339 #if 0 /* needs reworking */
2341 VSHADERINPUTDATA input
;
2342 VSHADEROUTPUTDATA output
;
2344 } IWineD3DVertexShaderImpl
;
2345 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2346 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2348 /*****************************************************************************
2349 * IDirect3DPixelShader implementation structure
2352 enum vertexprocessing_mode
{
2358 struct stb_const_desc
{
2363 typedef struct IWineD3DPixelShaderImpl
{
2364 /* IUnknown parts */
2365 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2367 /* IWineD3DBaseShader */
2368 IWineD3DBaseShaderClass baseShader
;
2370 /* IWineD3DPixelShaderImpl */
2373 /* Pixel shader input semantics */
2374 semantic semantics_in
[MAX_REG_INPUT
];
2375 DWORD input_reg_map
[MAX_REG_INPUT
];
2376 BOOL input_reg_used
[MAX_REG_INPUT
];
2377 int declared_in_count
;
2382 /* Some information about the shader behavior */
2383 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2384 char numbumpenvmatconsts
;
2385 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2387 char srgb_mode_hardcoded
;
2388 UINT srgb_low_const
;
2389 UINT srgb_cmp_const
;
2391 BOOL render_offscreen
;
2393 enum vertexprocessing_mode vertexprocessing
;
2395 #if 0 /* needs reworking */
2396 PSHADERINPUTDATA input
;
2397 PSHADEROUTPUTDATA output
;
2399 } IWineD3DPixelShaderImpl
;
2401 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2402 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2404 /* sRGB correction constants */
2405 static const float srgb_cmp
= 0.0031308;
2406 static const float srgb_mul_low
= 12.92;
2407 static const float srgb_pow
= 0.41666;
2408 static const float srgb_mul_high
= 1.055;
2409 static const float srgb_sub_high
= 0.055;
2411 /*****************************************************************************
2412 * IWineD3DPalette implementation structure
2414 struct IWineD3DPaletteImpl
{
2415 /* IUnknown parts */
2416 const IWineD3DPaletteVtbl
*lpVtbl
;
2420 IWineD3DDeviceImpl
*wineD3DDevice
;
2422 /* IWineD3DPalette */
2424 WORD palVersion
; /*| */
2425 WORD palNumEntries
; /*| LOGPALETTE */
2426 PALETTEENTRY palents
[256]; /*| */
2427 /* This is to store the palette in 'screen format' */
2428 int screen_palents
[256];
2432 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2433 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2435 /* DirectDraw utility functions */
2436 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2438 /*****************************************************************************
2439 * Pixel format management
2442 WINED3DFORMAT format
;
2443 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2445 short depthSize
, stencilSize
;
2447 } StaticPixelFormatDesc
;
2449 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2450 WineD3D_GL_Info
*gl_info
,
2451 const GlPixelFormatDesc
**glDesc
);
2453 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2454 return (device
->vs_selected_mode
!= SHADER_NONE
2455 && device
->stateBlock
->vertexShader
2456 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2457 && !device
->strided_streams
.u
.s
.position_transformed
);
2460 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2461 return (device
->ps_selected_mode
!= SHADER_NONE
2462 && device
->stateBlock
->pixelShader
2463 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2466 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2467 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);
2468 void bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
);
2469 void attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
);
2470 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
);