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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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"
41 #include "d3d9types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
47 #define MAX_PALETTES 256
48 #define MAX_STREAMS 16
49 #define MAX_TEXTURES 8
50 #define MAX_SAMPLERS 16
51 #define MAX_ACTIVE_LIGHTS 8
52 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
53 #define MAX_LEVELS 256
55 #define MAX_VSHADER_CONSTANTS 96
56 #define MAX_PSHADER_CONSTANTS 32
58 /* Used for CreateStateBlock */
59 #define NUM_SAVEDPIXELSTATES_R 35
60 #define NUM_SAVEDPIXELSTATES_T 18
61 #define NUM_SAVEDPIXELSTATES_S 12
62 #define NUM_SAVEDVERTEXSTATES_R 31
63 #define NUM_SAVEDVERTEXSTATES_T 2
64 #define NUM_SAVEDVERTEXSTATES_S 1
66 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
67 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
68 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
69 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
70 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
71 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
73 typedef enum _WINELOOKUP
{
74 WINELOOKUP_WARPPARAM
= 0,
75 WINELOOKUP_MAGFILTER
= 1,
79 extern int minLookup
[MAX_LOOKUPS
];
80 extern int maxLookup
[MAX_LOOKUPS
];
81 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
83 extern DWORD minMipLookup
[D3DTEXF_ANISOTROPIC
+ 1][D3DTEXF_LINEAR
+ 1];
85 typedef struct _WINED3DGLTYPE
{
93 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
94 WINED3DGLTYPE
static const glTypeLookup
[D3DDECLTYPE_UNUSED
] = {
95 {D3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
96 {D3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
97 {D3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
98 {D3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
99 {D3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
100 {D3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
101 {D3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
102 {D3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
103 {D3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
104 {D3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
105 {D3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
106 {D3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
107 {D3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
108 {D3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
109 {D3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
110 {D3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
113 #define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
114 #define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
115 #define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
116 #define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
117 #define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].typesize
135 typedef struct wined3d_settings_s
{
136 /* vertex and pixel shader modes */
140 /* nonpower 2 function */
142 } wined3d_settings_t
;
144 extern wined3d_settings_t wined3d_settings
;
148 extern void (*wine_tsx11_lock_ptr
)(void);
149 extern void (*wine_tsx11_unlock_ptr
)(void);
151 /* As GLX relies on X, this is needed */
155 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
156 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
158 #define ENTER_GL() wine_tsx11_lock_ptr()
159 #define LEAVE_GL() wine_tsx11_unlock_ptr()
162 /*****************************************************************************
166 /* GL related defines */
167 /* ------------------ */
168 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
169 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
170 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
171 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
173 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
174 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
175 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
176 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
178 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
179 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
180 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
181 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
183 #define D3DCOLORTOGLFLOAT4(dw, vec) \
184 (vec)[0] = D3DCOLOR_R(dw); \
185 (vec)[1] = D3DCOLOR_G(dw); \
186 (vec)[2] = D3DCOLOR_B(dw); \
187 (vec)[3] = D3DCOLOR_A(dw);
189 /* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
190 #if defined(GL_VERSION_1_3)
191 #define GLACTIVETEXTURE(textureNo) \
192 glActiveTexture(GL_TEXTURE0 + textureNo); \
193 checkGLcall("glActiveTexture");
194 #define GLCLIENTACTIVETEXTURE(textureNo) \
195 glClientActiveTexture(GL_TEXTURE0 + textureNo);
196 #define GLMULTITEXCOORD1F(a,b) \
197 glMultiTexCoord1f(GL_TEXTURE0 + a, b);
198 #define GLMULTITEXCOORD2F(a,b,c) \
199 glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
200 #define GLMULTITEXCOORD3F(a,b,c,d) \
201 glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
202 #define GLMULTITEXCOORD4F(a,b,c,d,e) \
203 glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
204 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
206 #define GLACTIVETEXTURE(textureNo) \
207 glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
208 checkGLcall("glActiveTextureARB");
209 #define GLCLIENTACTIVETEXTURE(textureNo) \
210 glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
211 #define GLMULTITEXCOORD1F(a,b) \
212 glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
213 #define GLMULTITEXCOORD2F(a,b,c) \
214 glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
215 #define GLMULTITEXCOORD3F(a,b,c,d) \
216 glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
217 #define GLMULTITEXCOORD4F(a,b,c,d,e) \
218 glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
219 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
222 /* DirectX Device Limits */
223 /* --------------------- */
224 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
226 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
227 See MaxStreams in MSDN under GetDeviceCaps */
228 /* Maximum number of constants provided to the shaders */
229 #define HIGHEST_TRANSFORMSTATE 512
230 /* Highest value in D3DTRANSFORMSTATETYPE */
231 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
233 #define MAX_PALETTES 256
235 /* Checking of API calls */
236 /* --------------------- */
237 #define checkGLcall(A) \
239 GLint err = glGetError(); \
240 if (err == GL_NO_ERROR) { \
241 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
244 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
245 err, A, __FILE__, __LINE__); \
246 err = glGetError(); \
247 } while (err != GL_NO_ERROR); \
250 /* Trace routines / diagnostics */
251 /* ---------------------------- */
253 /* Dump out a matrix and copy it */
254 #define conv_mat(mat,gl_mat) \
256 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
257 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
258 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
259 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
260 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
263 /* Macro to dump out the current state of the light chain */
264 #define DUMP_LIGHT_CHAIN() \
266 PLIGHTINFOEL *el = This->stateBlock->lights;\
268 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
273 /* Trace vector and strided data information */
274 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
275 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
277 /* Defines used for optimizations */
279 /* Only reapply what is necessary */
280 #define REAPPLY_ALPHAOP 0x0001
281 #define REAPPLY_ALL 0xFFFF
283 /* Advance declaration of structures to satisfy compiler */
284 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
285 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
286 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
290 /* TODO: Move some of this to the device */
291 long globalChangeGlRam(long glram
);
293 /* Memory and object tracking */
295 /*Structure for holding information on all direct3d objects
296 useful for making sure tracking is ok and when release is called on a device!
297 and probably quite handy for debugging and dumping states out
299 typedef struct WineD3DGlobalStatistics
{
300 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
301 } WineD3DGlobalStatistics
;
303 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
305 /* Global variables */
306 extern const float identity
[16];
308 /*****************************************************************************
309 * Compilable extra diagnostics
312 /* Trace information per-vertex: (extremely high amount of trace) */
313 #if 0 /* NOTE: Must be 0 in cvs */
314 # define VTRACE(A) TRACE A
319 /* Checking of per-vertex related GL calls */
320 /* --------------------- */
321 #define vcheckGLcall(A) \
323 GLint err = glGetError(); \
324 if (err == GL_NO_ERROR) { \
325 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
328 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
329 err, A, __FILE__, __LINE__); \
330 err = glGetError(); \
331 } while (err != GL_NO_ERROR); \
334 /* TODO: Confirm each of these works when wined3d move completed */
335 #if 0 /* NOTE: Must be 0 in cvs */
336 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
337 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
338 is enabled, and if it doesn't exists it is disabled. */
339 # define FRAME_DEBUGGING
340 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
341 the file is deleted */
342 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
343 # define SINGLE_FRAME_DEBUGGING
345 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
346 It can only be enabled when FRAME_DEBUGGING is also enabled
347 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
349 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
350 # define SHOW_FRAME_MAKEUP 1
352 /* The following, when enabled, lets you see the makeup of the all the textures used during each
353 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
354 The contents of the textures assigned to each stage are written into
355 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
357 # define SHOW_TEXTURE_MAKEUP 0
360 extern BOOL isDumpingFrames
;
361 extern LONG primCounter
;
364 /*****************************************************************************
368 /* Routine common to the draw primitive and draw indexed primitive routines */
369 void drawPrimitive(IWineD3DDevice
*iface
,
373 long StartVertexIndex
,
374 UINT numberOfVertices
,
379 WineDirect3DVertexStridedData
*DrawPrimStrideData
);
381 /* Routine to fill gl caps for swapchains and IWineD3D */
382 BOOL
IWineD3DImpl_FillGLCaps(WineD3D_GL_Info
*gl_info
,
385 /*****************************************************************************
386 * Internal representation of a light
388 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
389 struct PLIGHTINFOEL
{
390 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
397 /* Converted parms to speed up swapping lights */
407 /*****************************************************************************
408 * IWineD3D implementation structure
410 typedef struct IWineD3DImpl
412 /* IUnknown fields */
413 const IWineD3DVtbl
*lpVtbl
;
414 LONG ref
; /* Note: Ref counting not required */
416 /* WineD3D Information */
422 WineD3D_GL_Info gl_info
;
425 extern const IWineD3DVtbl IWineD3D_Vtbl
;
427 typedef struct SwapChainList
{
428 IWineD3DSwapChain
*swapchain
;
429 struct SwapChainList
*next
;
432 /** Hacked out start of a context manager!! **/
433 typedef struct glContext
{
440 IWineD3DSurface
*pSurface
;
441 #if 0 /* TODO: someway to represent the state of the context */
442 IWineD3DStateBlock
*pStateBlock
;
444 /* a few other things like format */
447 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
448 (since it will break quite a few things until contexts are managed properly!) */
449 extern BOOL pbuffer_support
;
450 /* allocate one pbuffer per surface */
451 extern BOOL pbuffer_per_surface
;
453 /* Maximum number of contexts/pbuffers to keep in cache,
454 set to 100 because ATI's drivers don't support deleting pBuffers properly
455 this needs to be migrated to a list and some option availalbe for controle the cache size.
457 #define CONTEXT_CACHE 100
459 typedef struct ResourceList
{
460 IWineD3DResource
*resource
;
461 struct ResourceList
*next
;
464 /* A helper function that dumps a resource list */
465 void dumpResources(ResourceList
*resources
);
467 /*****************************************************************************
468 * IWineD3DDevice implementation structure
470 typedef struct IWineD3DDeviceImpl
472 /* IUnknown fields */
473 const IWineD3DDeviceVtbl
*lpVtbl
;
474 LONG ref
; /* Note: Ref counting not required */
476 /* WineD3D Information */
480 /* X and GL Information */
481 GLint maxConcurrentLights
;
484 BOOL modelview_valid
;
486 BOOL view_ident
; /* true iff view matrix is identity */
487 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
488 BOOL viewport_changed
; /* Was the viewport changed since the last draw? */
489 GLenum tracking_parm
; /* Which source is tracking current colour */
490 LONG tracking_color
; /* used iff GL_COLOR_MATERIAL was enabled */
491 #define DISABLED_TRACKING 0 /* Disabled */
492 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
493 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
494 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
499 BOOL texture_shader_active
; /* TODO: Confirm use is correct */
501 /* State block related */
502 BOOL isRecordingState
;
503 IWineD3DStateBlockImpl
*stateBlock
;
504 IWineD3DStateBlockImpl
*updateStateBlock
;
506 /* Internal use fields */
507 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
511 SwapChainList
*swapchains
;
513 ResourceList
*resources
; /* a linked list to track resources created by the device */
515 /* Render Target Support */
516 IWineD3DSurface
*depthStencilBuffer
;
518 IWineD3DSurface
*renderTarget
;
519 IWineD3DSurface
*stencilBufferTarget
;
521 /* palettes texture management */
522 PALETTEENTRY palettes
[MAX_PALETTES
][256];
525 /* For rendering to a texture using glCopyTexImage */
526 BOOL renderUpsideDown
;
528 /* Cursor management */
535 /* Textures for when no other textures are mapped */
536 UINT dummyTextureName
[MAX_TEXTURES
];
538 /* Debug stream management */
541 /* Device state management */
543 BOOL d3d_initialized
;
545 /* Screen buffer resources */
546 glContext contextCache
[CONTEXT_CACHE
];
548 /* A flag to check if endscene has been called before changing the render tartet */
551 /* process vertex shaders using software or hardware */
552 BOOL softwareVertexProcessing
;
554 /* DirectDraw stuff */
557 } IWineD3DDeviceImpl
;
559 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
561 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
562 * anybody uses it for much so a good implementation is optional. */
563 typedef struct PrivateData
565 struct PrivateData
* next
;
568 DWORD flags
; /* DDSPD_* */
569 DWORD uniqueness_value
;
580 /*****************************************************************************
581 * IWineD3DResource implementation structure
583 typedef struct IWineD3DResourceClass
585 /* IUnknown fields */
586 LONG ref
; /* Note: Ref counting not required */
588 /* WineD3DResource Information */
590 WINED3DRESOURCETYPE resourceType
;
591 IWineD3DDeviceImpl
*wineD3DDevice
;
595 WINED3DFORMAT format
;
596 BYTE
*allocatedMemory
;
597 PrivateData
*privateData
;
599 } IWineD3DResourceClass
;
601 typedef struct IWineD3DResourceImpl
603 /* IUnknown & WineD3DResource Information */
604 const IWineD3DResourceVtbl
*lpVtbl
;
605 IWineD3DResourceClass resource
;
606 } IWineD3DResourceImpl
;
609 /*****************************************************************************
610 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
612 typedef struct IWineD3DVertexBufferImpl
614 /* IUnknown & WineD3DResource Information */
615 const IWineD3DVertexBufferVtbl
*lpVtbl
;
616 IWineD3DResourceClass resource
;
618 /* WineD3DVertexBuffer specifics */
621 } IWineD3DVertexBufferImpl
;
623 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
626 /*****************************************************************************
627 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
629 typedef struct IWineD3DIndexBufferImpl
631 /* IUnknown & WineD3DResource Information */
632 const IWineD3DIndexBufferVtbl
*lpVtbl
;
633 IWineD3DResourceClass resource
;
635 /* WineD3DVertexBuffer specifics */
636 } IWineD3DIndexBufferImpl
;
638 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
640 /*****************************************************************************
641 * IWineD3DBaseTexture D3D- > openGL state map lookups
643 #define WINED3DFUNC_NOTSUPPORTED -2
644 #define WINED3DFUNC_UNIMPLEMENTED -1
646 typedef enum winetexturestates
{
647 WINED3DTEXSTA_ADDRESSU
= 0,
648 WINED3DTEXSTA_ADDRESSV
= 1,
649 WINED3DTEXSTA_ADDRESSW
= 2,
650 WINED3DTEXSTA_BORDERCOLOR
= 3,
651 WINED3DTEXSTA_MAGFILTER
= 4,
652 WINED3DTEXSTA_MINFILTER
= 5,
653 WINED3DTEXSTA_MIPFILTER
= 6,
654 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
655 WINED3DTEXSTA_MAXANISOTROPY
= 8,
656 WINED3DTEXSTA_SRGBTEXTURE
= 9,
657 WINED3DTEXSTA_ELEMENTINDEX
= 10,
658 WINED3DTEXSTA_DMAPOFFSET
= 11,
659 WINED3DTEXSTA_TSSADDRESSW
= 12,
660 MAX_WINETEXTURESTATES
= 13,
663 typedef struct Wined3dTextureStateMap
{
666 } Wined3dTextureStateMap
;
668 /*****************************************************************************
669 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
671 typedef struct IWineD3DBaseTextureClass
679 WINED3DTEXTUREFILTERTYPE filterType
;
680 DWORD states
[MAX_WINETEXTURESTATES
];
682 } IWineD3DBaseTextureClass
;
684 typedef struct IWineD3DBaseTextureImpl
686 /* IUnknown & WineD3DResource Information */
687 const IWineD3DBaseTextureVtbl
*lpVtbl
;
688 IWineD3DResourceClass resource
;
689 IWineD3DBaseTextureClass baseTexture
;
691 } IWineD3DBaseTextureImpl
;
693 /*****************************************************************************
694 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
696 typedef struct IWineD3DTextureImpl
698 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
699 const IWineD3DTextureVtbl
*lpVtbl
;
700 IWineD3DResourceClass resource
;
701 IWineD3DBaseTextureClass baseTexture
;
703 /* IWineD3DTexture */
704 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
708 float pow2scalingFactorX
;
709 float pow2scalingFactorY
;
711 } IWineD3DTextureImpl
;
713 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
715 /*****************************************************************************
716 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
718 typedef struct IWineD3DCubeTextureImpl
720 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
721 const IWineD3DCubeTextureVtbl
*lpVtbl
;
722 IWineD3DResourceClass resource
;
723 IWineD3DBaseTextureClass baseTexture
;
725 /* IWineD3DCubeTexture */
726 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
729 float pow2scalingFactor
;
731 } IWineD3DCubeTextureImpl
;
733 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
735 /*****************************************************************************
736 * IWineD3DVolume implementation structure (extends IUnknown)
738 typedef struct IWineD3DVolumeImpl
740 /* IUnknown & WineD3DResource fields */
741 const IWineD3DVolumeVtbl
*lpVtbl
;
742 IWineD3DResourceClass resource
;
744 /* WineD3DVolume Information */
745 D3DVOLUME_DESC currentDesc
;
746 IWineD3DBase
*container
;
751 WINED3DBOX lockedBox
;
756 } IWineD3DVolumeImpl
;
758 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
760 /*****************************************************************************
761 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
763 typedef struct IWineD3DVolumeTextureImpl
765 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
766 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
767 IWineD3DResourceClass resource
;
768 IWineD3DBaseTextureClass baseTexture
;
770 /* IWineD3DVolumeTexture */
771 IWineD3DVolume
*volumes
[MAX_LEVELS
];
776 } IWineD3DVolumeTextureImpl
;
778 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
780 typedef struct _WINED3DSURFACET_DESC
782 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
783 DWORD MultiSampleQuality
;
786 } WINED3DSURFACET_DESC
;
788 /*****************************************************************************
789 * Structure for DIB Surfaces (GetDC and GDI surfaces)
791 typedef struct wineD3DSurface_DIB
{
796 } wineD3DSurface_DIB
;
798 /*****************************************************************************
799 * IWineD3DSurface implementation structure
801 struct IWineD3DSurfaceImpl
803 /* IUnknown & IWineD3DResource Information */
804 const IWineD3DSurfaceVtbl
*lpVtbl
;
805 IWineD3DResourceClass resource
;
807 /* IWineD3DSurface fields */
808 IWineD3DBase
*container
;
809 WINED3DSURFACET_DESC currentDesc
;
810 IWineD3DPaletteImpl
*palette
;
815 /* TODO: move this off into a management class(maybe!) */
823 /* precalculated x and y scalings for texture coords */
824 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
825 float pow2scalingFactorY
; /* = (Height / pow2Height) */
831 glDescriptor glDescription
;
834 wineD3DSurface_DIB dib
;
838 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
841 #define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
842 #define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
843 #define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
844 #define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
845 #define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
846 #define SFLAG_DISCARD 0x0020 /* ??? */
847 #define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
848 #define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
849 #define SFLAG_INTEXTURE 0x0100 /* ??? */
850 #define SFLAG_INPBUFFER 0x0200 /* ??? */
851 #define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
852 #define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
853 #define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
854 #define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
855 #define SFLAG_NEWDC 0x4000 /* To inform LockRect about a new dc */
857 /* In some conditions the surface memory must not be freed:
858 * SFLAG_OVERSIZE: Not all data can be kept in GL
859 * SFLAG_CONVERTED: Converting the data back would take too long
860 * SFLAG_DIBSECTION: The dib code manages the memory
861 * SFLAG_DIRTY: GL surface isn't up to date
862 * SFLAG_LOCKED: The app requires access to the surface data
863 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
864 * SFLAG_DYNLOCK: Avoid freeing the data for performance
865 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
867 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
876 /*****************************************************************************
877 * IWineD3DVertexDeclaration implementation structure
879 typedef struct IWineD3DVertexDeclarationImpl
{
880 /* IUnknown Information */
881 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
882 LONG ref
; /* Note: Ref counting not required */
885 /** precomputed fvf if simple declaration */
886 IWineD3DDeviceImpl
*wineD3DDevice
;
887 DWORD fvf
[MAX_STREAMS
];
890 /** dx8 compatible Declaration fields */
891 DWORD
* pDeclaration8
;
892 DWORD declaration8Length
;
895 D3DVERTEXELEMENT9
*pDeclaration9
;
896 UINT declaration9NumElements
;
898 WINED3DVERTEXELEMENT
*pDeclarationWine
;
899 UINT declarationWNumElements
;
903 } IWineD3DVertexDeclarationImpl
;
905 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
907 /*****************************************************************************
908 * IWineD3DStateBlock implementation structure
911 /* Internal state Block for Begin/End/Capture/Create/Apply info */
912 /* Note: Very long winded but gl Lists are not flexible enough */
913 /* to resolve everything we need, so doing it manually for now */
914 typedef struct SAVEDSTATES
{
918 BOOL streamSource
[MAX_STREAMS
];
919 BOOL streamFreq
[MAX_STREAMS
];
920 BOOL textures
[MAX_TEXTURES
];
921 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
923 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
924 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
925 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
926 BOOL clipplane
[MAX_CLIPPLANES
];
929 BOOL pixelShaderConstants
[MAX_PSHADER_CONSTANTS
];
931 BOOL vertexShaderConstants
[MAX_VSHADER_CONSTANTS
];
935 WINESHADERCNST_NONE
= 0,
936 WINESHADERCNST_FLOAT
= 1,
937 WINESHADERCNST_INTEGER
= 2,
938 WINESHADERCNST_BOOL
= 3
941 struct IWineD3DStateBlockImpl
943 /* IUnknown fields */
944 const IWineD3DStateBlockVtbl
*lpVtbl
;
945 LONG ref
; /* Note: Ref counting not required */
947 /* IWineD3DStateBlock information */
949 IWineD3DDeviceImpl
*wineD3DDevice
;
950 WINED3DSTATEBLOCKTYPE blockType
;
952 /* Array indicating whether things have been set or changed */
956 /* Drawing - Vertex Shader or FVF related */
958 /* Vertex Shader Declaration */
959 IWineD3DVertexDeclaration
*vertexDecl
;
961 IWineD3DVertexShader
*vertexShader
;
963 /* Vertex Shader Constants */
964 BOOL vertexShaderConstantB
[MAX_VSHADER_CONSTANTS
];
965 INT vertexShaderConstantI
[MAX_VSHADER_CONSTANTS
* 4];
966 float vertexShaderConstantF
[MAX_VSHADER_CONSTANTS
* 4];
967 WINESHADERCNST vertexShaderConstantT
[MAX_VSHADER_CONSTANTS
]; /* TODO: Think about changing this to a char to possibly save a little memory */
971 UINT streamStride
[MAX_STREAMS
];
972 UINT streamOffset
[MAX_STREAMS
];
973 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
974 UINT streamFreq
[MAX_STREAMS
];
975 UINT streamFlags
[MAX_STREAMS
]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
978 IWineD3DIndexBuffer
* pIndexData
;
979 UINT baseVertexIndex
; /* Note: only used for d3d8 */
982 D3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
985 PLIGHTINFOEL
*lights
; /* NOTE: active GL lights must be front of the chain */
988 double clipplane
[MAX_CLIPPLANES
][4];
989 WINED3DCLIPSTATUS clip_status
;
992 WINED3DVIEWPORT viewport
;
995 WINED3DMATERIAL material
;
998 IWineD3DPixelShader
*pixelShader
;
1000 /* Pixel Shader Constants */
1001 BOOL pixelShaderConstantB
[MAX_PSHADER_CONSTANTS
];
1002 INT pixelShaderConstantI
[MAX_PSHADER_CONSTANTS
* 4];
1003 float pixelShaderConstantF
[MAX_PSHADER_CONSTANTS
* 4];
1004 WINESHADERCNST pixelShaderConstantT
[MAX_PSHADER_CONSTANTS
]; /* TODO: Think about changing this to a char to possibly save a little memory */
1006 /* Indexed Vertex Blending */
1007 D3DVERTEXBLENDFLAGS vertex_blend
;
1011 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1014 IWineD3DBaseTexture
*textures
[MAX_TEXTURES
];
1015 int textureDimensions
[MAX_SAMPLERS
];
1017 /* Texture State Stage */
1018 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1019 /* Sampler States */
1020 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1024 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1026 /*****************************************************************************
1027 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1029 typedef struct IWineD3DQueryImpl
1031 const IWineD3DQueryVtbl
*lpVtbl
;
1032 LONG ref
; /* Note: Ref counting not required */
1035 /*TODO: replace with iface usage */
1037 IWineD3DDevice
*wineD3DDevice
;
1039 IWineD3DDeviceImpl
*wineD3DDevice
;
1041 /* IWineD3DQuery fields */
1044 /* TODO: Think about using a IUnknown instead of a void* */
1048 } IWineD3DQueryImpl
;
1050 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1052 /* Datastructures for IWineD3DQueryImpl.extendedData */
1053 typedef struct WineQueryOcclusionData
{
1054 unsigned int queryId
;
1055 } WineQueryOcclusionData
;
1058 /*****************************************************************************
1059 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1062 typedef struct IWineD3DSwapChainImpl
1065 IWineD3DSwapChainVtbl
*lpVtbl
;
1066 LONG ref
; /* Note: Ref counting not required */
1069 IWineD3DDeviceImpl
*wineD3DDevice
;
1071 /* IWineD3DSwapChain fields */
1072 IWineD3DSurface
*backBuffer
;
1073 IWineD3DSurface
*frontBuffer
;
1074 BOOL wantsDepthStencilBuffer
;
1075 D3DPRESENT_PARAMETERS presentParms
;
1077 /* TODO: move everything up to drawable off into a context manager
1078 and store the 'data' in the contextManagerData interface.
1079 IUnknown *contextManagerData;
1087 XVisualInfo
*visInfo
;
1088 GLXContext render_ctx
;
1089 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1091 } IWineD3DSwapChainImpl
;
1093 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1095 /*****************************************************************************
1096 * Utility function prototypes
1099 /* Trace routines */
1100 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1101 const char* debug_d3ddevicetype(D3DDEVTYPE devtype
);
1102 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1103 const char* debug_d3dusage(DWORD usage
);
1104 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType
);
1105 const char* debug_d3drenderstate(DWORD state
);
1106 const char* debug_d3dtexturestate(DWORD state
);
1107 const char* debug_d3dpool(WINED3DPOOL pool
);
1109 /* Routines for GL <-> D3D values */
1110 GLenum
StencilOp(DWORD op
);
1111 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, D3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1112 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1113 void GetSrcAndOpFromValue(DWORD iValue
, BOOL isAlphaArg
, GLenum
* source
, GLenum
* operand
);
1115 SHORT
D3DFmtGetBpp(IWineD3DDeviceImpl
* This
, D3DFORMAT fmt
);
1116 GLenum
D3DFmt2GLFmt(IWineD3DDeviceImpl
* This
, D3DFORMAT fmt
);
1117 GLenum
D3DFmt2GLType(IWineD3DDeviceImpl
*This
, D3DFORMAT fmt
);
1118 GLint
D3DFmt2GLIntFmt(IWineD3DDeviceImpl
* This
, D3DFORMAT fmt
);
1120 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat
, D3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1123 /*****************************************************************************
1124 * To enable calling of inherited functions, requires prototypes
1126 * Note: Only require classes which are subclassed, ie resource, basetexture,
1128 /*** IUnknown methods ***/
1129 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1130 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1131 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1132 /*** IWineD3DResource methods ***/
1133 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1134 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1135 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1136 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1137 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1138 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1139 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1140 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1141 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1142 /*** class static members ***/
1143 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1145 /*** IUnknown methods ***/
1146 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1147 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1148 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1149 /*** IWineD3DResource methods ***/
1150 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1151 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1152 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1153 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1154 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1155 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1156 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1157 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1158 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1159 /*** IWineD3DBaseTexture methods ***/
1160 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1161 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1162 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1163 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1164 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1165 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1166 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1167 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1169 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
);
1170 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1171 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1172 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1173 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1174 /*** class static members ***/
1175 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1177 /* An enum for the type of constants that are used... addressing causes
1178 * problems with being able to work out what's used and what's not.. so
1179 * maybe we'll have to rely on the server vertex shader const functions?
1181 enum vsConstantsEnum
{
1182 VS_CONSTANT_NOT_USED
= 0,
1183 VS_CONSTANT_CONSTANT
,
1184 VS_CONSTANT_INTEGER
,
1185 VS_CONSTANT_BOOLEAN
,
1189 typedef void (*shader_fct_t
)();
1191 typedef struct SHADER_OPCODE
{
1192 unsigned int opcode
;
1195 CONST UINT num_params
;
1196 shader_fct_t soft_fct
;
1201 #define SHADER_PGMSIZE 65535
1202 typedef struct SHADER_BUFFER
{
1205 unsigned int lineNo
;
1208 typedef struct SHADER_LIMITS
{
1209 unsigned int temporary
;
1210 unsigned int texture
;
1211 unsigned int constant_int
;
1212 unsigned int constant_float
;
1213 unsigned int constant_bool
;
1214 unsigned int address
;
1217 /* Base Shader utility functions.
1218 * (may move callers into the same file in the future) */
1219 extern int shader_addline(
1220 SHADER_BUFFER
* buffer
,
1221 const char* fmt
, ...);
1223 /*****************************************************************************
1224 * IDirect3DBaseShader implementation structure
1226 typedef struct IWineD3DBaseShaderClass
1230 SHADER_LIMITS limits
;
1231 CONST SHADER_OPCODE
*shader_ins
;
1232 CONST DWORD
*function
;
1233 UINT functionLength
;
1235 } IWineD3DBaseShaderClass
;
1237 typedef struct IWineD3DBaseShaderImpl
{
1239 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1242 /* IWineD3DBaseShader */
1243 IWineD3DBaseShaderClass baseShader
;
1244 } IWineD3DBaseShaderImpl
;
1246 inline static int shader_get_regtype(const DWORD param
) {
1247 return (((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
) |
1248 ((param
& D3DSP_REGTYPE_MASK2
) >> D3DSP_REGTYPE_SHIFT2
));
1251 /*****************************************************************************
1252 * IDirect3DVertexShader implementation structure
1254 typedef struct IWineD3DVertexShaderImpl
{
1256 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1257 LONG ref
; /* Note: Ref counting not required */
1259 /* IWineD3DBaseShader */
1260 IWineD3DBaseShaderClass baseShader
;
1262 /* IWineD3DVertexShaderImpl */
1264 IWineD3DDeviceImpl
*wineD3DDevice
;
1268 /* vertex declaration array mapping */
1269 BOOL namedArrays
; /* don't map use named functions */
1270 BOOL declaredArrays
; /* mapping requires */
1271 INT arrayUsageMap
[WINED3DSHADERDECLUSAGE_MAX_USAGE
]; /* lookup table for the maps */
1272 INT highestConstant
;
1273 CHAR constantsUsedBitmap
[256];
1274 /* FIXME: This needs to be populated with some flags of VS_CONSTANT_NOT_USED, VS_CONSTANT_CONSTANT, VS_CONSTANT_INTEGER, VS_CONSTANT_BOOLEAN, VS_CONSTANT_FLOAT, a half byte bitmap will be the best option, but I'll keep it as chards for siplicity */
1275 /* run time datas... */
1277 IWineD3DVertexDeclaration
*vertexDeclaration
;
1278 #if 0 /* needs reworking */
1279 /* run time datas */
1280 VSHADERINPUTDATA input
;
1281 VSHADEROUTPUTDATA output
;
1283 } IWineD3DVertexShaderImpl
;
1284 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1285 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1287 /*****************************************************************************
1288 * IDirect3DPixelShader implementation structure
1290 typedef struct IWineD3DPixelShaderImpl
{
1291 /* IUnknown parts */
1292 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1293 LONG ref
; /* Note: Ref counting not required */
1295 /* IWineD3DBaseShader */
1296 IWineD3DBaseShaderClass baseShader
;
1298 /* IWineD3DPixelShaderImpl */
1300 IWineD3DDeviceImpl
*wineD3DDevice
;
1302 CHAR constants
[WINED3D_PSHADER_MAX_CONSTANTS
];
1307 #if 0 /* needs reworking */
1308 PSHADERINPUTDATA input
;
1309 PSHADEROUTPUTDATA output
;
1311 } IWineD3DPixelShaderImpl
;
1313 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1314 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1316 /*****************************************************************************
1317 * IWineD3DPalette implementation structure
1319 struct IWineD3DPaletteImpl
{
1320 /* IUnknown parts */
1321 const IWineD3DPaletteVtbl
*lpVtbl
;
1325 IWineD3DDeviceImpl
*wineD3DDevice
;
1327 /* IWineD3DPalette */
1329 WORD palVersion
; /*| */
1330 WORD palNumEntries
; /*| LOGPALETTE */
1331 PALETTEENTRY palents
[256]; /*| */
1332 /* This is to store the palette in 'screen format' */
1333 int screen_palents
[256];
1337 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
1338 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
1340 /* DirectDraw utility functions */
1341 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
1342 LONG
get_bitmask_red(WINED3DFORMAT fmt
);
1343 LONG
get_bitmask_green(WINED3DFORMAT fmt
);
1344 LONG
get_bitmask_blue(WINED3DFORMAT fmt
);
1345 LONG
get_bitmask_alpha(WINED3DFORMAT fmt
);