wined3d: Fix ARG_UNUSED and use it properly.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobfe5569add0116b02e72fe30bbdce56a76120bab0
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
135 void *key;
136 void *value;
137 unsigned int hash;
138 struct list entry;
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
149 unsigned int count;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
160 /* Device caps */
161 #define MAX_PALETTES 65536
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
169 #define MAX_LEVELS 256
171 #define MAX_CONST_I 16
172 #define MAX_CONST_B 16
174 /* Used for CreateStateBlock */
175 #define NUM_SAVEDPIXELSTATES_R 35
176 #define NUM_SAVEDPIXELSTATES_T 18
177 #define NUM_SAVEDPIXELSTATES_S 12
178 #define NUM_SAVEDVERTEXSTATES_R 34
179 #define NUM_SAVEDVERTEXSTATES_T 2
180 #define NUM_SAVEDVERTEXSTATES_S 1
182 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
183 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
184 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
185 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
186 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
187 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189 typedef enum _WINELOOKUP {
190 WINELOOKUP_WARPPARAM = 0,
191 MAX_LOOKUPS = 1
192 } WINELOOKUP;
194 extern const int minLookup[MAX_LOOKUPS];
195 extern const int maxLookup[MAX_LOOKUPS];
196 extern DWORD *stateLookup[MAX_LOOKUPS];
198 struct min_lookup
200 GLenum mip[WINED3DTEXF_LINEAR + 1];
203 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
204 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
205 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
206 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208 extern const struct filter_lookup filter_lookup_nofilter;
209 extern struct filter_lookup filter_lookup;
211 void init_type_lookup(WineD3D_GL_Info *gl_info);
212 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
213 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
214 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
215 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
216 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220 * to standard C floats and vice versa. They do not depend on the encoding
221 * of the C float, so they are platform independent, but slow. On x86 and
222 * other IEEE 754 compliant platforms the conversion can be accelerated by
223 * bit shifting the exponent and mantissa. There are also some SSE-based
224 * assembly routines out there.
226 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228 static inline float float_16_to_32(const unsigned short *in) {
229 const unsigned short s = ((*in) & 0x8000);
230 const unsigned short e = ((*in) & 0x7C00) >> 10;
231 const unsigned short m = (*in) & 0x3FF;
232 const float sgn = (s ? -1.0 : 1.0);
234 if(e == 0) {
235 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
236 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
237 } else if(e < 31) {
238 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
239 } else {
240 if(m == 0) return sgn / 0.0; /* +INF / -INF */
241 else return 0.0 / 0.0; /* NAN */
246 * Settings
248 #define VS_NONE 0
249 #define VS_HW 1
251 #define PS_NONE 0
252 #define PS_HW 1
254 #define VBO_NONE 0
255 #define VBO_HW 1
257 #define NP2_NONE 0
258 #define NP2_REPACK 1
259 #define NP2_NATIVE 2
261 #define ORM_BACKBUFFER 0
262 #define ORM_PBUFFER 1
263 #define ORM_FBO 2
265 #define SHADER_ARB 1
266 #define SHADER_GLSL 2
267 #define SHADER_ATI 3
268 #define SHADER_NONE 4
270 #define RTL_DISABLE -1
271 #define RTL_AUTO 0
272 #define RTL_READDRAW 1
273 #define RTL_READTEX 2
274 #define RTL_TEXDRAW 3
275 #define RTL_TEXTEX 4
277 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
280 /* NOTE: When adding fields to this structure, make sure to update the default
281 * values in wined3d_main.c as well. */
282 typedef struct wined3d_settings_s {
283 /* vertex and pixel shader modes */
284 int vs_mode;
285 int ps_mode;
286 int vbo_mode;
287 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
288 we should use it. However, until it's fully implemented, we'll leave it as a registry
289 setting for developers. */
290 BOOL glslRequested;
291 int offscreen_rendering_mode;
292 int rendertargetlock_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting */
296 unsigned int emulated_textureram;
297 char *logo;
298 int allow_multisampling;
299 } wined3d_settings_t;
301 extern wined3d_settings_t wined3d_settings;
303 /* Shader backends */
304 struct SHADER_OPCODE_ARG;
306 #define SHADER_PGMSIZE 65535
307 typedef struct SHADER_BUFFER {
308 char* buffer;
309 unsigned int bsize;
310 unsigned int lineNo;
311 BOOL newline;
312 } SHADER_BUFFER;
314 enum WINED3D_SHADER_INSTRUCTION_HANDLER
316 WINED3DSIH_ABS,
317 WINED3DSIH_ADD,
318 WINED3DSIH_BEM,
319 WINED3DSIH_BREAK,
320 WINED3DSIH_BREAKC,
321 WINED3DSIH_BREAKP,
322 WINED3DSIH_CALL,
323 WINED3DSIH_CALLNZ,
324 WINED3DSIH_CMP,
325 WINED3DSIH_CND,
326 WINED3DSIH_CRS,
327 WINED3DSIH_DCL,
328 WINED3DSIH_DEF,
329 WINED3DSIH_DEFB,
330 WINED3DSIH_DEFI,
331 WINED3DSIH_DP2ADD,
332 WINED3DSIH_DP3,
333 WINED3DSIH_DP4,
334 WINED3DSIH_DST,
335 WINED3DSIH_DSX,
336 WINED3DSIH_DSY,
337 WINED3DSIH_ELSE,
338 WINED3DSIH_ENDIF,
339 WINED3DSIH_ENDLOOP,
340 WINED3DSIH_ENDREP,
341 WINED3DSIH_EXP,
342 WINED3DSIH_EXPP,
343 WINED3DSIH_FRC,
344 WINED3DSIH_IF,
345 WINED3DSIH_IFC,
346 WINED3DSIH_LABEL,
347 WINED3DSIH_LIT,
348 WINED3DSIH_LOG,
349 WINED3DSIH_LOGP,
350 WINED3DSIH_LOOP,
351 WINED3DSIH_LRP,
352 WINED3DSIH_M3x2,
353 WINED3DSIH_M3x3,
354 WINED3DSIH_M3x4,
355 WINED3DSIH_M4x3,
356 WINED3DSIH_M4x4,
357 WINED3DSIH_MAD,
358 WINED3DSIH_MAX,
359 WINED3DSIH_MIN,
360 WINED3DSIH_MOV,
361 WINED3DSIH_MOVA,
362 WINED3DSIH_MUL,
363 WINED3DSIH_NOP,
364 WINED3DSIH_NRM,
365 WINED3DSIH_PHASE,
366 WINED3DSIH_POW,
367 WINED3DSIH_RCP,
368 WINED3DSIH_REP,
369 WINED3DSIH_RET,
370 WINED3DSIH_RSQ,
371 WINED3DSIH_SETP,
372 WINED3DSIH_SGE,
373 WINED3DSIH_SGN,
374 WINED3DSIH_SINCOS,
375 WINED3DSIH_SLT,
376 WINED3DSIH_SUB,
377 WINED3DSIH_TEX,
378 WINED3DSIH_TEXBEM,
379 WINED3DSIH_TEXBEML,
380 WINED3DSIH_TEXCOORD,
381 WINED3DSIH_TEXDEPTH,
382 WINED3DSIH_TEXDP3,
383 WINED3DSIH_TEXDP3TEX,
384 WINED3DSIH_TEXKILL,
385 WINED3DSIH_TEXLDD,
386 WINED3DSIH_TEXLDL,
387 WINED3DSIH_TEXM3x2DEPTH,
388 WINED3DSIH_TEXM3x2PAD,
389 WINED3DSIH_TEXM3x2TEX,
390 WINED3DSIH_TEXM3x3,
391 WINED3DSIH_TEXM3x3DIFF,
392 WINED3DSIH_TEXM3x3PAD,
393 WINED3DSIH_TEXM3x3SPEC,
394 WINED3DSIH_TEXM3x3TEX,
395 WINED3DSIH_TEXM3x3VSPEC,
396 WINED3DSIH_TEXREG2AR,
397 WINED3DSIH_TEXREG2GB,
398 WINED3DSIH_TEXREG2RGB,
399 WINED3DSIH_TABLE_SIZE
402 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
404 struct shader_caps {
405 DWORD VertexShaderVersion;
406 DWORD MaxVertexShaderConst;
408 DWORD PixelShaderVersion;
409 float PixelShader1xMaxValue;
411 WINED3DVSHADERCAPS2_0 VS20Caps;
412 WINED3DPSHADERCAPS2_0 PS20Caps;
414 DWORD MaxVShaderInstructionsExecuted;
415 DWORD MaxPShaderInstructionsExecuted;
416 DWORD MaxVertexShader30InstructionSlots;
417 DWORD MaxPixelShader30InstructionSlots;
420 enum tex_types
422 tex_1d = 0,
423 tex_2d = 1,
424 tex_3d = 2,
425 tex_cube = 3,
426 tex_rect = 4,
427 tex_type_count = 5,
430 typedef struct {
431 const SHADER_HANDLER *shader_instruction_handler_table;
432 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
433 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
434 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
435 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
436 void (*shader_cleanup)(IWineD3DDevice *iface);
437 void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
438 void (*shader_destroy)(IWineD3DBaseShader *iface);
439 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
440 void (*shader_free_private)(IWineD3DDevice *iface);
441 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
442 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
443 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
444 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
445 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
446 } shader_backend_t;
448 extern const shader_backend_t glsl_shader_backend;
449 extern const shader_backend_t arb_program_shader_backend;
450 extern const shader_backend_t none_shader_backend;
452 /* X11 locking */
454 extern void (*wine_tsx11_lock_ptr)(void);
455 extern void (*wine_tsx11_unlock_ptr)(void);
457 /* As GLX relies on X, this is needed */
458 extern int num_lock;
460 #if 0
461 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
462 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
463 #else
464 #define ENTER_GL() wine_tsx11_lock_ptr()
465 #define LEAVE_GL() wine_tsx11_unlock_ptr()
466 #endif
468 /*****************************************************************************
469 * Defines
472 /* GL related defines */
473 /* ------------------ */
474 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
475 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
476 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
477 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
479 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
480 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
481 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
482 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
484 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
485 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
486 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
487 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
489 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
490 (vec)[0] = D3DCOLOR_R(dw); \
491 (vec)[1] = D3DCOLOR_G(dw); \
492 (vec)[2] = D3DCOLOR_B(dw); \
493 (vec)[3] = D3DCOLOR_A(dw); \
494 } while(0)
496 /* DirectX Device Limits */
497 /* --------------------- */
498 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
500 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
501 See MaxStreams in MSDN under GetDeviceCaps */
502 /* Maximum number of constants provided to the shaders */
503 #define HIGHEST_TRANSFORMSTATE 512
504 /* Highest value in WINED3DTRANSFORMSTATETYPE */
506 /* Checking of API calls */
507 /* --------------------- */
508 #ifndef WINE_NO_DEBUG_MSGS
509 #define checkGLcall(A) \
510 do { \
511 GLint err = glGetError(); \
512 if (err == GL_NO_ERROR) { \
513 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
515 } else do { \
516 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
517 debug_glerror(err), err, A, __FILE__, __LINE__); \
518 err = glGetError(); \
519 } while (err != GL_NO_ERROR); \
520 } while(0)
521 #else
522 #define checkGLcall(A) do {} while(0)
523 #endif
525 /* Trace routines / diagnostics */
526 /* ---------------------------- */
528 /* Dump out a matrix and copy it */
529 #define conv_mat(mat,gl_mat) \
530 do { \
531 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
532 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
533 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
534 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
535 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
536 } while (0)
538 /* Macro to dump out the current state of the light chain */
539 #define DUMP_LIGHT_CHAIN() \
540 do { \
541 PLIGHTINFOEL *el = This->stateBlock->lights;\
542 while (el) { \
543 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
544 el = el->next; \
546 } while(0)
548 /* Trace vector and strided data information */
549 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
550 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
551 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);
553 /* Defines used for optimizations */
555 /* Only reapply what is necessary */
556 #define REAPPLY_ALPHAOP 0x0001
557 #define REAPPLY_ALL 0xFFFF
559 /* Advance declaration of structures to satisfy compiler */
560 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
561 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
562 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
563 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
565 /* Global variables */
566 extern const float identity[16];
568 /*****************************************************************************
569 * Compilable extra diagnostics
572 /* Trace information per-vertex: (extremely high amount of trace) */
573 #if 0 /* NOTE: Must be 0 in cvs */
574 # define VTRACE(A) TRACE A
575 #else
576 # define VTRACE(A)
577 #endif
579 /* TODO: Confirm each of these works when wined3d move completed */
580 #if 0 /* NOTE: Must be 0 in cvs */
581 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
582 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
583 is enabled, and if it doesn't exist it is disabled. */
584 # define FRAME_DEBUGGING
585 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
586 the file is deleted */
587 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
588 # define SINGLE_FRAME_DEBUGGING
589 # endif
590 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
591 It can only be enabled when FRAME_DEBUGGING is also enabled
592 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
593 array is drawn. */
594 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
595 # define SHOW_FRAME_MAKEUP 1
596 # endif
597 /* The following, when enabled, lets you see the makeup of the all the textures used during each
598 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
599 The contents of the textures assigned to each stage are written into
600 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
601 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
602 # define SHOW_TEXTURE_MAKEUP 0
603 # endif
604 extern BOOL isOn;
605 extern BOOL isDumpingFrames;
606 extern LONG primCounter;
607 #endif
609 /*****************************************************************************
610 * Prototypes
613 /* Routine common to the draw primitive and draw indexed primitive routines */
614 void drawPrimitive(IWineD3DDevice *iface,
615 int PrimitiveType,
616 long NumPrimitives,
617 /* for Indexed: */
618 long StartVertexIndex,
619 UINT numberOfVertices,
620 long StartIdx,
621 short idxBytes,
622 const void *idxData,
623 int minIndex);
625 void primitiveDeclarationConvertToStridedData(
626 IWineD3DDevice *iface,
627 BOOL useVertexShaderFunction,
628 WineDirect3DVertexStridedData *strided,
629 BOOL *fixup);
631 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
633 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
634 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
635 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
636 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
637 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
638 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
639 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
640 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
642 #define eps 1e-8
644 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
645 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
647 /* Routines and structures related to state management */
648 typedef struct WineD3DContext WineD3DContext;
649 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
651 #define STATE_RENDER(a) (a)
652 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
654 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
655 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
657 /* + 1 because samplers start with 0 */
658 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
659 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
661 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
662 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
664 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
665 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
667 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
668 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
669 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
670 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
672 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
673 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
675 #define STATE_VSHADER (STATE_VDECL + 1)
676 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
678 #define STATE_VIEWPORT (STATE_VSHADER + 1)
679 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
681 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
682 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
683 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
684 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
686 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
687 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
689 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
690 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
692 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
693 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
695 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
697 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
699 #define STATE_HIGHEST (STATE_FRONTFACE)
701 struct StateEntry
703 DWORD representative;
704 APPLYSTATEFUNC apply;
707 struct StateEntryTemplate
709 DWORD state;
710 struct StateEntry content;
711 GL_SupportedExt extension;
714 struct fragment_caps {
715 DWORD PrimitiveMiscCaps;
717 DWORD TextureOpCaps;
718 DWORD MaxTextureBlendStages;
719 DWORD MaxSimultaneousTextures;
722 struct fragment_pipeline {
723 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
724 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
725 HRESULT (*alloc_private)(IWineD3DDevice *iface);
726 void (*free_private)(IWineD3DDevice *iface);
727 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
728 const struct StateEntryTemplate *states;
729 BOOL ffp_proj_control;
732 extern const struct StateEntryTemplate misc_state_template[];
733 extern const struct StateEntryTemplate ffp_vertexstate_template[];
734 extern const struct fragment_pipeline ffp_fragment_pipeline;
735 extern const struct fragment_pipeline atifs_fragment_pipeline;
736 extern const struct fragment_pipeline arbfp_fragment_pipeline;
737 extern const struct fragment_pipeline nvts_fragment_pipeline;
738 extern const struct fragment_pipeline nvrc_fragment_pipeline;
740 /* "Base" state table */
741 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
742 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
743 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
745 /* Shaders for color conversions in blits */
746 struct blit_shader {
747 HRESULT (*alloc_private)(IWineD3DDevice *iface);
748 void (*free_private)(IWineD3DDevice *iface);
749 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
750 void (*unset_shader)(IWineD3DDevice *iface);
751 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
754 extern const struct blit_shader ffp_blit;
755 extern const struct blit_shader arbfp_blit;
757 /* The new context manager that should deal with onscreen and offscreen rendering */
758 struct WineD3DContext {
759 /* State dirtification
760 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
761 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
762 * 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
763 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
765 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
766 DWORD numDirtyEntries;
767 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
769 IWineD3DSurface *surface;
770 DWORD tid; /* Thread ID which owns this context at the moment */
772 /* Stores some information about the context state for optimization */
773 BOOL draw_buffer_dirty;
774 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
775 BOOL last_was_pshader;
776 BOOL last_was_vshader;
777 BOOL last_was_foggy_shader;
778 BOOL namedArraysLoaded, numberedArraysLoaded;
779 DWORD numbered_array_mask;
780 BOOL lastWasPow2Texture[MAX_TEXTURES];
781 GLenum tracking_parm; /* Which source is tracking current colour */
782 unsigned char num_untracked_materials;
783 GLenum untracked_materials[2];
784 BOOL last_was_blit, last_was_ckey;
785 UINT blit_w, blit_h;
786 char texShaderBumpMap;
787 BOOL fog_coord;
789 char *vshader_const_dirty, *pshader_const_dirty;
791 /* The actual opengl context */
792 HGLRC glCtx;
793 HWND win_handle;
794 HDC hdc;
795 HPBUFFERARB pbuffer;
796 BOOL isPBuffer;
797 GLint aux_buffers;
799 /* FBOs */
800 struct list fbo_list;
801 struct fbo_entry *current_fbo;
802 GLuint src_fbo;
803 GLuint dst_fbo;
806 typedef enum ContextUsage {
807 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
808 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
809 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
810 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
811 } ContextUsage;
813 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
814 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
815 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
816 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
817 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
818 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
819 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
821 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
822 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
824 /* Macros for doing basic GPU detection based on opengl capabilities */
825 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
826 #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])
827 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
828 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
830 /* Default callbacks for implicit object destruction */
831 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
833 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
835 /*****************************************************************************
836 * Internal representation of a light
838 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
839 struct PLIGHTINFOEL {
840 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
841 DWORD OriginalIndex;
842 LONG glIndex;
843 BOOL changed;
844 BOOL enabledChanged;
845 BOOL enabled;
847 /* Converted parms to speed up swapping lights */
848 float lightPosn[4];
849 float lightDirn[4];
850 float exponent;
851 float cutoff;
853 struct list entry;
856 /* The default light parameters */
857 extern const WINED3DLIGHT WINED3D_default_light;
859 typedef struct WineD3D_PixelFormat
861 int iPixelFormat; /* WGL pixel format */
862 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
863 int redSize, greenSize, blueSize, alphaSize;
864 int depthSize, stencilSize;
865 BOOL windowDrawable;
866 BOOL pbufferDrawable;
867 BOOL doubleBuffer;
868 int auxBuffers;
869 int numSamples;
870 } WineD3D_PixelFormat;
872 /* The adapter structure */
873 struct WineD3DAdapter
875 UINT num;
876 BOOL opengl;
877 POINT monitorPoint;
878 WineD3D_GL_Info gl_info;
879 const char *driver;
880 const char *description;
881 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
882 int nCfgs;
883 WineD3D_PixelFormat *cfgs;
884 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
885 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
886 unsigned int UsedTextureRam;
889 extern BOOL InitAdapters(void);
890 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
891 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
893 /*****************************************************************************
894 * High order patch management
896 struct WineD3DRectPatch
898 UINT Handle;
899 float *mem;
900 WineDirect3DVertexStridedData strided;
901 WINED3DRECTPATCH_INFO RectPatchInfo;
902 float numSegs[4];
903 char has_normals, has_texcoords;
904 struct list entry;
907 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
909 enum projection_types
911 proj_none = 0,
912 proj_count3 = 1,
913 proj_count4 = 2
916 enum dst_arg
918 resultreg = 0,
919 tempreg = 1
922 /*****************************************************************************
923 * Fixed function pipeline replacements
925 #define ARG_UNUSED 0xff
926 struct texture_stage_op
928 unsigned cop : 8;
929 unsigned carg1 : 8;
930 unsigned carg2 : 8;
931 unsigned carg0 : 8;
933 unsigned aop : 8;
934 unsigned aarg1 : 8;
935 unsigned aarg2 : 8;
936 unsigned aarg0 : 8;
938 struct color_fixup_desc color_fixup;
939 unsigned tex_type : 3;
940 unsigned dst : 1;
941 unsigned projected : 2;
942 unsigned padding : 10;
945 struct ffp_frag_settings {
946 struct texture_stage_op op[MAX_TEXTURES];
947 enum {
948 FOG_OFF,
949 FOG_LINEAR,
950 FOG_EXP,
951 FOG_EXP2
952 } fog;
953 /* Use an int instead of a char to get dword alignment */
954 unsigned int sRGB_write;
957 struct ffp_frag_desc
959 struct ffp_frag_settings settings;
962 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
963 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
964 const struct ffp_frag_settings *settings);
965 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
966 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
967 unsigned int ffp_frag_program_key_hash(const void *key);
969 /*****************************************************************************
970 * IWineD3D implementation structure
972 typedef struct IWineD3DImpl
974 /* IUnknown fields */
975 const IWineD3DVtbl *lpVtbl;
976 LONG ref; /* Note: Ref counting not required */
978 /* WineD3D Information */
979 IUnknown *parent;
980 UINT dxVersion;
981 } IWineD3DImpl;
983 extern const IWineD3DVtbl IWineD3D_Vtbl;
985 /* TODO: setup some flags in the registry to enable, disable pbuffer support
986 (since it will break quite a few things until contexts are managed properly!) */
987 extern BOOL pbuffer_support;
988 /* allocate one pbuffer per surface */
989 extern BOOL pbuffer_per_surface;
991 /* A helper function that dumps a resource list */
992 void dumpResources(struct list *list);
994 /*****************************************************************************
995 * IWineD3DDevice implementation structure
997 struct IWineD3DDeviceImpl
999 /* IUnknown fields */
1000 const IWineD3DDeviceVtbl *lpVtbl;
1001 LONG ref; /* Note: Ref counting not required */
1003 /* WineD3D Information */
1004 IUnknown *parent;
1005 IWineD3D *wineD3D;
1006 struct WineD3DAdapter *adapter;
1008 /* Window styles to restore when switching fullscreen mode */
1009 LONG style;
1010 LONG exStyle;
1012 /* X and GL Information */
1013 GLint maxConcurrentLights;
1014 GLenum offscreenBuffer;
1016 /* Selected capabilities */
1017 int vs_selected_mode;
1018 int ps_selected_mode;
1019 const shader_backend_t *shader_backend;
1020 void *shader_priv;
1021 void *fragment_priv;
1022 void *blit_priv;
1023 struct StateEntry StateTable[STATE_HIGHEST + 1];
1024 /* Array of functions for states which are handled by more than one pipeline part */
1025 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1026 const struct fragment_pipeline *frag_pipe;
1027 const struct blit_shader *blitter;
1029 unsigned int max_ffp_textures, max_ffp_texture_stages;
1031 /* To store */
1032 BOOL view_ident; /* true iff view matrix is identity */
1033 BOOL untransformed;
1034 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
1035 #define DDRAW_PITCH_ALIGNMENT 8
1036 #define D3D8_PITCH_ALIGNMENT 4
1037 unsigned char surface_alignment; /* Line Alignment of surfaces */
1039 /* State block related */
1040 BOOL isRecordingState;
1041 IWineD3DStateBlockImpl *stateBlock;
1042 IWineD3DStateBlockImpl *updateStateBlock;
1043 BOOL isInDraw;
1045 /* Internal use fields */
1046 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1047 UINT adapterNo;
1048 WINED3DDEVTYPE devType;
1050 IWineD3DSwapChain **swapchains;
1051 UINT NumberOfSwapChains;
1053 struct list resources; /* a linked list to track resources created by the device */
1054 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1055 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1057 /* Render Target Support */
1058 IWineD3DSurface **render_targets;
1059 IWineD3DSurface *auto_depth_stencil_buffer;
1060 IWineD3DSurface *stencilBufferTarget;
1062 /* Caches to avoid unneeded context changes */
1063 IWineD3DSurface *lastActiveRenderTarget;
1064 IWineD3DSwapChain *lastActiveSwapChain;
1066 /* palettes texture management */
1067 UINT NumberOfPalettes;
1068 PALETTEENTRY **palettes;
1069 UINT currentPalette;
1070 UINT paletteConversionShader;
1072 /* For rendering to a texture using glCopyTexImage */
1073 BOOL render_offscreen;
1074 GLenum *draw_buffers;
1075 GLuint depth_blt_texture;
1076 GLuint depth_blt_rb;
1077 UINT depth_blt_rb_w;
1078 UINT depth_blt_rb_h;
1080 /* Cursor management */
1081 BOOL bCursorVisible;
1082 UINT xHotSpot;
1083 UINT yHotSpot;
1084 UINT xScreenSpace;
1085 UINT yScreenSpace;
1086 UINT cursorWidth, cursorHeight;
1087 GLuint cursorTexture;
1088 BOOL haveHardwareCursor;
1089 HCURSOR hardwareCursor;
1091 /* The Wine logo surface */
1092 IWineD3DSurface *logo_surface;
1094 /* Textures for when no other textures are mapped */
1095 UINT dummyTextureName[MAX_TEXTURES];
1097 /* Debug stream management */
1098 BOOL debug;
1100 /* Device state management */
1101 HRESULT state;
1102 BOOL d3d_initialized;
1104 /* A flag to check for proper BeginScene / EndScene call pairs */
1105 BOOL inScene;
1107 /* process vertex shaders using software or hardware */
1108 BOOL softwareVertexProcessing;
1110 /* DirectDraw stuff */
1111 DWORD ddraw_width, ddraw_height;
1112 WINED3DFORMAT ddraw_format;
1114 /* Final position fixup constant */
1115 float posFixup[4];
1117 /* With register combiners we can skip junk texture stages */
1118 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1119 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1120 BOOL fixed_function_usage_map[MAX_TEXTURES];
1122 /* Stream source management */
1123 WineDirect3DVertexStridedData strided_streams;
1124 const WineDirect3DVertexStridedData *up_strided;
1125 BOOL useDrawStridedSlow;
1126 BOOL instancedDraw;
1128 /* Context management */
1129 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1130 WineD3DContext *activeContext;
1131 DWORD lastThread;
1132 UINT numContexts;
1133 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1134 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1136 /* High level patch management */
1137 #define PATCHMAP_SIZE 43
1138 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1139 struct list patches[PATCHMAP_SIZE];
1140 struct WineD3DRectPatch *currentPatch;
1143 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1145 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1146 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1147 float Z, DWORD Stencil);
1148 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1149 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1150 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1151 DWORD idx = state >> 5;
1152 BYTE shift = state & 0x1f;
1153 return context->isStateDirty[idx] & (1 << shift);
1156 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1157 typedef struct PrivateData
1159 struct list entry;
1161 GUID tag;
1162 DWORD flags; /* DDSPD_* */
1164 union
1166 LPVOID data;
1167 LPUNKNOWN object;
1168 } ptr;
1170 DWORD size;
1171 } PrivateData;
1173 /*****************************************************************************
1174 * IWineD3DResource implementation structure
1176 typedef struct IWineD3DResourceClass
1178 /* IUnknown fields */
1179 LONG ref; /* Note: Ref counting not required */
1181 /* WineD3DResource Information */
1182 IUnknown *parent;
1183 WINED3DRESOURCETYPE resourceType;
1184 IWineD3DDeviceImpl *wineD3DDevice;
1185 WINED3DPOOL pool;
1186 UINT size;
1187 DWORD usage;
1188 WINED3DFORMAT format;
1189 DWORD priority;
1190 BYTE *allocatedMemory; /* Pointer to the real data location */
1191 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1192 struct list privateData;
1193 struct list resource_list_entry;
1195 } IWineD3DResourceClass;
1197 typedef struct IWineD3DResourceImpl
1199 /* IUnknown & WineD3DResource Information */
1200 const IWineD3DResourceVtbl *lpVtbl;
1201 IWineD3DResourceClass resource;
1202 } IWineD3DResourceImpl;
1204 void resource_cleanup(IWineD3DResource *iface);
1205 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1206 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1207 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1208 DWORD resource_get_priority(IWineD3DResource *iface);
1209 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1210 void *data, DWORD *data_size);
1211 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1212 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1213 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1214 const void *data, DWORD data_size, DWORD flags);
1216 /* Tests show that the start address of resources is 32 byte aligned */
1217 #define RESOURCE_ALIGNMENT 32
1219 /*****************************************************************************
1220 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1222 enum vbo_conversion_type {
1223 CONV_NONE = 0,
1224 CONV_D3DCOLOR = 1,
1225 CONV_POSITIONT = 2,
1226 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1228 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1229 * fixed function semantics as D3DCOLOR or FLOAT16
1233 typedef struct IWineD3DVertexBufferImpl
1235 /* IUnknown & WineD3DResource Information */
1236 const IWineD3DVertexBufferVtbl *lpVtbl;
1237 IWineD3DResourceClass resource;
1239 /* WineD3DVertexBuffer specifics */
1240 DWORD fvf;
1242 /* Vertex buffer object support */
1243 GLuint vbo;
1244 BYTE Flags;
1245 LONG bindCount;
1246 LONG vbo_size;
1247 GLenum vbo_usage;
1249 UINT dirtystart, dirtyend;
1250 LONG lockcount;
1252 LONG declChanges, draws;
1253 /* Last description of the buffer */
1254 DWORD stride; /* 0 if no conversion */
1255 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1257 /* Extra load offsets, for FLOAT16 conversion */
1258 DWORD *conv_shift; /* NULL if no shifted conversion */
1259 DWORD conv_stride; /* 0 if no shifted conversion */
1260 } IWineD3DVertexBufferImpl;
1262 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1264 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1265 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1266 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1267 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1269 /*****************************************************************************
1270 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1272 typedef struct IWineD3DIndexBufferImpl
1274 /* IUnknown & WineD3DResource Information */
1275 const IWineD3DIndexBufferVtbl *lpVtbl;
1276 IWineD3DResourceClass resource;
1278 GLuint vbo;
1279 UINT dirtystart, dirtyend;
1280 LONG lockcount;
1282 /* WineD3DVertexBuffer specifics */
1283 } IWineD3DIndexBufferImpl;
1285 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1287 /*****************************************************************************
1288 * IWineD3DBaseTexture D3D- > openGL state map lookups
1290 #define WINED3DFUNC_NOTSUPPORTED -2
1291 #define WINED3DFUNC_UNIMPLEMENTED -1
1293 typedef enum winetexturestates {
1294 WINED3DTEXSTA_ADDRESSU = 0,
1295 WINED3DTEXSTA_ADDRESSV = 1,
1296 WINED3DTEXSTA_ADDRESSW = 2,
1297 WINED3DTEXSTA_BORDERCOLOR = 3,
1298 WINED3DTEXSTA_MAGFILTER = 4,
1299 WINED3DTEXSTA_MINFILTER = 5,
1300 WINED3DTEXSTA_MIPFILTER = 6,
1301 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1302 WINED3DTEXSTA_MAXANISOTROPY = 8,
1303 WINED3DTEXSTA_SRGBTEXTURE = 9,
1304 WINED3DTEXSTA_ELEMENTINDEX = 10,
1305 WINED3DTEXSTA_DMAPOFFSET = 11,
1306 WINED3DTEXSTA_TSSADDRESSW = 12,
1307 MAX_WINETEXTURESTATES = 13,
1308 } winetexturestates;
1310 /*****************************************************************************
1311 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1313 typedef struct IWineD3DBaseTextureClass
1315 DWORD states[MAX_WINETEXTURESTATES];
1316 UINT levels;
1317 BOOL dirty;
1318 UINT textureName;
1319 float pow2Matrix[16];
1320 UINT LOD;
1321 WINED3DTEXTUREFILTERTYPE filterType;
1322 LONG bindCount;
1323 DWORD sampler;
1324 BOOL is_srgb;
1325 UINT srgb_mode_change_count;
1326 const struct min_lookup *minMipLookup;
1327 const GLenum *magLookup;
1328 struct color_fixup_desc shader_color_fixup;
1329 } IWineD3DBaseTextureClass;
1331 typedef struct IWineD3DBaseTextureImpl
1333 /* IUnknown & WineD3DResource Information */
1334 const IWineD3DBaseTextureVtbl *lpVtbl;
1335 IWineD3DResourceClass resource;
1336 IWineD3DBaseTextureClass baseTexture;
1338 } IWineD3DBaseTextureImpl;
1340 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1341 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1342 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1343 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1344 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1345 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1346 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1347 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1348 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1349 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1350 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1351 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1352 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1353 void basetexture_unload(IWineD3DBaseTexture *iface);
1355 /*****************************************************************************
1356 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1358 typedef struct IWineD3DTextureImpl
1360 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1361 const IWineD3DTextureVtbl *lpVtbl;
1362 IWineD3DResourceClass resource;
1363 IWineD3DBaseTextureClass baseTexture;
1365 /* IWineD3DTexture */
1366 IWineD3DSurface *surfaces[MAX_LEVELS];
1368 UINT width;
1369 UINT height;
1370 UINT target;
1371 BOOL cond_np2;
1373 } IWineD3DTextureImpl;
1375 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1377 /*****************************************************************************
1378 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1380 typedef struct IWineD3DCubeTextureImpl
1382 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1383 const IWineD3DCubeTextureVtbl *lpVtbl;
1384 IWineD3DResourceClass resource;
1385 IWineD3DBaseTextureClass baseTexture;
1387 /* IWineD3DCubeTexture */
1388 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1389 } IWineD3DCubeTextureImpl;
1391 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1393 typedef struct _WINED3DVOLUMET_DESC
1395 UINT Width;
1396 UINT Height;
1397 UINT Depth;
1398 } WINED3DVOLUMET_DESC;
1400 /*****************************************************************************
1401 * IWineD3DVolume implementation structure (extends IUnknown)
1403 typedef struct IWineD3DVolumeImpl
1405 /* IUnknown & WineD3DResource fields */
1406 const IWineD3DVolumeVtbl *lpVtbl;
1407 IWineD3DResourceClass resource;
1409 /* WineD3DVolume Information */
1410 WINED3DVOLUMET_DESC currentDesc;
1411 IWineD3DBase *container;
1412 UINT bytesPerPixel;
1414 BOOL lockable;
1415 BOOL locked;
1416 WINED3DBOX lockedBox;
1417 WINED3DBOX dirtyBox;
1418 BOOL dirty;
1421 } IWineD3DVolumeImpl;
1423 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1425 /*****************************************************************************
1426 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1428 typedef struct IWineD3DVolumeTextureImpl
1430 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1431 const IWineD3DVolumeTextureVtbl *lpVtbl;
1432 IWineD3DResourceClass resource;
1433 IWineD3DBaseTextureClass baseTexture;
1435 /* IWineD3DVolumeTexture */
1436 IWineD3DVolume *volumes[MAX_LEVELS];
1437 } IWineD3DVolumeTextureImpl;
1439 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1441 typedef struct _WINED3DSURFACET_DESC
1443 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1444 DWORD MultiSampleQuality;
1445 UINT Width;
1446 UINT Height;
1447 } WINED3DSURFACET_DESC;
1449 /*****************************************************************************
1450 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1452 typedef struct wineD3DSurface_DIB {
1453 HBITMAP DIBsection;
1454 void* bitmap_data;
1455 UINT bitmap_size;
1456 HGDIOBJ holdbitmap;
1457 BOOL client_memory;
1458 } wineD3DSurface_DIB;
1460 typedef struct {
1461 struct list entry;
1462 GLuint id;
1463 UINT width;
1464 UINT height;
1465 } renderbuffer_entry_t;
1467 struct fbo_entry
1469 struct list entry;
1470 IWineD3DSurface **render_targets;
1471 IWineD3DSurface *depth_stencil;
1472 BOOL attached;
1473 GLuint id;
1476 /*****************************************************************************
1477 * IWineD3DClipp implementation structure
1479 typedef struct IWineD3DClipperImpl
1481 const IWineD3DClipperVtbl *lpVtbl;
1482 LONG ref;
1484 IUnknown *Parent;
1485 HWND hWnd;
1486 } IWineD3DClipperImpl;
1489 /*****************************************************************************
1490 * IWineD3DSurface implementation structure
1492 struct IWineD3DSurfaceImpl
1494 /* IUnknown & IWineD3DResource Information */
1495 const IWineD3DSurfaceVtbl *lpVtbl;
1496 IWineD3DResourceClass resource;
1498 /* IWineD3DSurface fields */
1499 IWineD3DBase *container;
1500 WINED3DSURFACET_DESC currentDesc;
1501 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1502 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1504 UINT bytesPerPixel;
1506 /* TODO: move this off into a management class(maybe!) */
1507 DWORD Flags;
1509 UINT pow2Width;
1510 UINT pow2Height;
1511 float heightscale;
1513 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1514 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1516 /* Oversized texture */
1517 RECT glRect;
1519 /* PBO */
1520 GLuint pbo;
1522 RECT lockedRect;
1523 RECT dirtyRect;
1524 int lockCount;
1525 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1527 glDescriptor glDescription;
1528 BOOL srgb;
1530 /* For GetDC */
1531 wineD3DSurface_DIB dib;
1532 HDC hDC;
1534 /* Color keys for DDraw */
1535 WINEDDCOLORKEY DestBltCKey;
1536 WINEDDCOLORKEY DestOverlayCKey;
1537 WINEDDCOLORKEY SrcOverlayCKey;
1538 WINEDDCOLORKEY SrcBltCKey;
1539 DWORD CKeyFlags;
1541 WINEDDCOLORKEY glCKey;
1543 struct list renderbuffers;
1544 renderbuffer_entry_t *current_renderbuffer;
1546 /* DirectDraw clippers */
1547 IWineD3DClipper *clipper;
1549 /* DirectDraw Overlay handling */
1550 RECT overlay_srcrect;
1551 RECT overlay_destrect;
1552 IWineD3DSurfaceImpl *overlay_dest;
1553 struct list overlays;
1554 struct list overlay_entry;
1557 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1558 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1560 /* Predeclare the shared Surface functions */
1561 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1562 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1563 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1564 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1565 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1566 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1567 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1568 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1569 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1570 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1571 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1572 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1573 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1574 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1575 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1576 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1577 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1578 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1579 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1580 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1581 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1582 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1583 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1584 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1586 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1587 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1588 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1589 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1590 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1591 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1592 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1593 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1595 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1597 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1598 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1600 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1601 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1602 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1603 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1605 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1607 /* Surface flags: */
1608 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1609 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1610 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1611 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1612 #define SFLAG_DISCARD 0x00000010 /* ??? */
1613 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1614 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1615 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1616 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1617 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1618 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1619 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1620 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1621 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1622 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1623 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1624 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1625 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1626 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1627 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1628 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1629 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1630 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1632 /* In some conditions the surface memory must not be freed:
1633 * SFLAG_OVERSIZE: Not all data can be kept in GL
1634 * SFLAG_CONVERTED: Converting the data back would take too long
1635 * SFLAG_DIBSECTION: The dib code manages the memory
1636 * SFLAG_LOCKED: The app requires access to the surface data
1637 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1638 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1639 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1640 * SFLAG_CLIENT: OpenGL uses our memory as backup
1642 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1643 SFLAG_CONVERTED | \
1644 SFLAG_DIBSECTION | \
1645 SFLAG_LOCKED | \
1646 SFLAG_DYNLOCK | \
1647 SFLAG_DYNCHANGE | \
1648 SFLAG_USERPTR | \
1649 SFLAG_PBO | \
1650 SFLAG_CLIENT)
1652 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1653 SFLAG_INTEXTURE | \
1654 SFLAG_INDRAWABLE)
1656 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1657 SFLAG_DS_OFFSCREEN)
1658 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1660 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1662 typedef enum {
1663 NO_CONVERSION,
1664 CONVERT_PALETTED,
1665 CONVERT_PALETTED_CK,
1666 CONVERT_CK_565,
1667 CONVERT_CK_5551,
1668 CONVERT_CK_4444,
1669 CONVERT_CK_4444_ARGB,
1670 CONVERT_CK_1555,
1671 CONVERT_555,
1672 CONVERT_CK_RGB24,
1673 CONVERT_CK_8888,
1674 CONVERT_CK_8888_ARGB,
1675 CONVERT_RGB32_888,
1676 CONVERT_V8U8,
1677 CONVERT_L6V5U5,
1678 CONVERT_X8L8V8U8,
1679 CONVERT_Q8W8V8U8,
1680 CONVERT_V16U16,
1681 CONVERT_A4L4,
1682 } CONVERT_TYPES;
1684 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);
1686 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1688 /*****************************************************************************
1689 * IWineD3DVertexDeclaration implementation structure
1691 typedef struct attrib_declaration {
1692 DWORD usage;
1693 DWORD idx;
1694 } attrib_declaration;
1696 #define MAX_ATTRIBS 16
1698 typedef struct IWineD3DVertexDeclarationImpl {
1699 /* IUnknown Information */
1700 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1701 LONG ref;
1703 IUnknown *parent;
1704 IWineD3DDeviceImpl *wineD3DDevice;
1706 WINED3DVERTEXELEMENT *pDeclarationWine;
1707 BOOL *ffp_valid;
1708 UINT declarationWNumElements;
1710 DWORD streams[MAX_STREAMS];
1711 UINT num_streams;
1712 BOOL position_transformed;
1713 BOOL half_float_conv_needed;
1715 /* Ordered array of declaration types that need swizzling in a vshader */
1716 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1717 UINT num_swizzled_attribs;
1718 } IWineD3DVertexDeclarationImpl;
1720 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1722 /*****************************************************************************
1723 * IWineD3DStateBlock implementation structure
1726 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1727 /* Note: Very long winded but gl Lists are not flexible enough */
1728 /* to resolve everything we need, so doing it manually for now */
1729 typedef struct SAVEDSTATES {
1730 BOOL indices;
1731 BOOL material;
1732 BOOL fvf;
1733 BOOL streamSource[MAX_STREAMS];
1734 BOOL streamFreq[MAX_STREAMS];
1735 BOOL textures[MAX_COMBINED_SAMPLERS];
1736 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1737 BOOL viewport;
1738 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1739 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1740 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1741 BOOL clipplane[MAX_CLIPPLANES];
1742 BOOL vertexDecl;
1743 BOOL pixelShader;
1744 WORD pixelShaderConstantsB;
1745 WORD pixelShaderConstantsI;
1746 BOOL *pixelShaderConstantsF;
1747 BOOL vertexShader;
1748 WORD vertexShaderConstantsB;
1749 WORD vertexShaderConstantsI;
1750 BOOL *vertexShaderConstantsF;
1751 BOOL scissorRect;
1752 } SAVEDSTATES;
1754 typedef struct {
1755 struct list entry;
1756 DWORD count;
1757 DWORD idx[13];
1758 } constants_entry;
1760 struct StageState {
1761 DWORD stage;
1762 DWORD state;
1765 struct IWineD3DStateBlockImpl
1767 /* IUnknown fields */
1768 const IWineD3DStateBlockVtbl *lpVtbl;
1769 LONG ref; /* Note: Ref counting not required */
1771 /* IWineD3DStateBlock information */
1772 IUnknown *parent;
1773 IWineD3DDeviceImpl *wineD3DDevice;
1774 WINED3DSTATEBLOCKTYPE blockType;
1776 /* Array indicating whether things have been set or changed */
1777 SAVEDSTATES changed;
1778 struct list set_vconstantsF;
1779 struct list set_pconstantsF;
1781 /* Drawing - Vertex Shader or FVF related */
1782 DWORD fvf;
1783 /* Vertex Shader Declaration */
1784 IWineD3DVertexDeclaration *vertexDecl;
1786 IWineD3DVertexShader *vertexShader;
1788 /* Vertex Shader Constants */
1789 BOOL vertexShaderConstantB[MAX_CONST_B];
1790 INT vertexShaderConstantI[MAX_CONST_I * 4];
1791 float *vertexShaderConstantF;
1793 /* Stream Source */
1794 BOOL streamIsUP;
1795 UINT streamStride[MAX_STREAMS];
1796 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1797 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1798 UINT streamFreq[MAX_STREAMS + 1];
1799 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1801 /* Indices */
1802 IWineD3DIndexBuffer* pIndexData;
1803 INT baseVertexIndex;
1804 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1806 /* Transform */
1807 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1809 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1810 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1811 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1812 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1813 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1815 /* Clipping */
1816 double clipplane[MAX_CLIPPLANES][4];
1817 WINED3DCLIPSTATUS clip_status;
1819 /* ViewPort */
1820 WINED3DVIEWPORT viewport;
1822 /* Material */
1823 WINED3DMATERIAL material;
1825 /* Pixel Shader */
1826 IWineD3DPixelShader *pixelShader;
1828 /* Pixel Shader Constants */
1829 BOOL pixelShaderConstantB[MAX_CONST_B];
1830 INT pixelShaderConstantI[MAX_CONST_I * 4];
1831 float *pixelShaderConstantF;
1833 /* RenderState */
1834 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1836 /* Texture */
1837 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1838 int textureDimensions[MAX_COMBINED_SAMPLERS];
1840 /* Texture State Stage */
1841 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1842 DWORD lowest_disabled_stage;
1843 /* Sampler States */
1844 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1846 /* Scissor test rectangle */
1847 RECT scissorRect;
1849 /* Contained state management */
1850 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1851 unsigned int num_contained_render_states;
1852 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1853 unsigned int num_contained_transform_states;
1854 DWORD contained_vs_consts_i[MAX_CONST_I];
1855 unsigned int num_contained_vs_consts_i;
1856 DWORD contained_vs_consts_b[MAX_CONST_B];
1857 unsigned int num_contained_vs_consts_b;
1858 DWORD *contained_vs_consts_f;
1859 unsigned int num_contained_vs_consts_f;
1860 DWORD contained_ps_consts_i[MAX_CONST_I];
1861 unsigned int num_contained_ps_consts_i;
1862 DWORD contained_ps_consts_b[MAX_CONST_B];
1863 unsigned int num_contained_ps_consts_b;
1864 DWORD *contained_ps_consts_f;
1865 unsigned int num_contained_ps_consts_f;
1866 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1867 unsigned int num_contained_tss_states;
1868 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1869 unsigned int num_contained_sampler_states;
1872 extern void stateblock_savedstates_set(
1873 IWineD3DStateBlock* iface,
1874 SAVEDSTATES* states,
1875 BOOL value);
1877 extern void stateblock_copy(
1878 IWineD3DStateBlock* destination,
1879 IWineD3DStateBlock* source);
1881 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1883 /* Direct3D terminology with little modifications. We do not have an issued state
1884 * because only the driver knows about it, but we have a created state because d3d
1885 * allows GetData on a created issue, but opengl doesn't
1887 enum query_state {
1888 QUERY_CREATED,
1889 QUERY_SIGNALLED,
1890 QUERY_BUILDING
1892 /*****************************************************************************
1893 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1895 typedef struct IWineD3DQueryImpl
1897 const IWineD3DQueryVtbl *lpVtbl;
1898 LONG ref; /* Note: Ref counting not required */
1900 IUnknown *parent;
1901 /*TODO: replace with iface usage */
1902 #if 0
1903 IWineD3DDevice *wineD3DDevice;
1904 #else
1905 IWineD3DDeviceImpl *wineD3DDevice;
1906 #endif
1908 /* IWineD3DQuery fields */
1909 enum query_state state;
1910 WINED3DQUERYTYPE type;
1911 /* TODO: Think about using a IUnknown instead of a void* */
1912 void *extendedData;
1915 } IWineD3DQueryImpl;
1917 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1918 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1919 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1921 /* Datastructures for IWineD3DQueryImpl.extendedData */
1922 typedef struct WineQueryOcclusionData {
1923 GLuint queryId;
1924 WineD3DContext *ctx;
1925 } WineQueryOcclusionData;
1927 typedef struct WineQueryEventData {
1928 GLuint fenceId;
1929 WineD3DContext *ctx;
1930 } WineQueryEventData;
1932 /*****************************************************************************
1933 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1936 typedef struct IWineD3DSwapChainImpl
1938 /*IUnknown part*/
1939 const IWineD3DSwapChainVtbl *lpVtbl;
1940 LONG ref; /* Note: Ref counting not required */
1942 IUnknown *parent;
1943 IWineD3DDeviceImpl *wineD3DDevice;
1945 /* IWineD3DSwapChain fields */
1946 IWineD3DSurface **backBuffer;
1947 IWineD3DSurface *frontBuffer;
1948 WINED3DPRESENT_PARAMETERS presentParms;
1949 DWORD orig_width, orig_height;
1950 WINED3DFORMAT orig_fmt;
1951 WINED3DGAMMARAMP orig_gamma;
1953 long prev_time, frames; /* Performance tracking */
1954 unsigned int vSyncCounter;
1956 WineD3DContext **context; /* Later a array for multithreading */
1957 unsigned int num_contexts;
1959 HWND win_handle;
1960 } IWineD3DSwapChainImpl;
1962 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1963 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1964 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1966 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1967 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1968 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1969 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1970 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1971 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1972 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1973 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1974 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1975 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1976 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1977 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1979 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1981 /*****************************************************************************
1982 * Utility function prototypes
1985 /* Trace routines */
1986 const char* debug_d3dformat(WINED3DFORMAT fmt);
1987 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1988 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1989 const char* debug_d3dusage(DWORD usage);
1990 const char* debug_d3dusagequery(DWORD usagequery);
1991 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1992 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1993 const char* debug_d3ddeclusage(BYTE usage);
1994 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1995 const char* debug_d3drenderstate(DWORD state);
1996 const char* debug_d3dsamplerstate(DWORD state);
1997 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1998 const char* debug_d3dtexturestate(DWORD state);
1999 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2000 const char* debug_d3dpool(WINED3DPOOL pool);
2001 const char *debug_fbostatus(GLenum status);
2002 const char *debug_glerror(GLenum error);
2003 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2004 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2005 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2006 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2007 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2008 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2010 /* Routines for GL <-> D3D values */
2011 GLenum StencilOp(DWORD op);
2012 GLenum CompareFunc(DWORD func);
2013 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2014 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);
2015 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2016 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2017 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2018 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2019 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2021 void surface_force_reload(IWineD3DSurface *iface);
2022 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2023 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2024 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2025 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2026 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2027 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2029 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2030 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2032 /* Math utils */
2033 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2034 unsigned int count_bits(unsigned int mask);
2036 /*****************************************************************************
2037 * To enable calling of inherited functions, requires prototypes
2039 * Note: Only require classes which are subclassed, ie resource, basetexture,
2042 /* IWineD3DVertexBuffer */
2043 extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2045 /* TODO: Make this dynamic, based on shader limits ? */
2046 #define MAX_REG_ADDR 1
2047 #define MAX_REG_TEMP 32
2048 #define MAX_REG_TEXCRD 8
2049 #define MAX_REG_INPUT 12
2050 #define MAX_REG_OUTPUT 12
2051 #define MAX_CONST_I 16
2052 #define MAX_CONST_B 16
2054 /* FIXME: This needs to go up to 2048 for
2055 * Shader model 3 according to msdn (and for software shaders) */
2056 #define MAX_LABELS 16
2058 typedef struct semantic {
2059 DWORD usage;
2060 DWORD reg;
2061 } semantic;
2063 typedef struct local_constant {
2064 struct list entry;
2065 unsigned int idx;
2066 DWORD value[4];
2067 } local_constant;
2069 typedef struct shader_reg_maps {
2071 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2072 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2073 char address[MAX_REG_ADDR]; /* vertex */
2074 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2075 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2076 char attributes[MAX_ATTRIBS]; /* vertex */
2077 char labels[MAX_LABELS]; /* pixel, vertex */
2078 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2080 /* Sampler usage tokens
2081 * Use 0 as default (bit 31 is always 1 on a valid token) */
2082 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2083 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2084 char usesnrm, vpos, usesdsy;
2085 char usesrelconstF;
2087 /* Whether or not loops are used in this shader, and nesting depth */
2088 unsigned loop_depth;
2090 /* Whether or not this shader uses fog */
2091 char fog;
2093 } shader_reg_maps;
2095 /* Undocumented opcode controls */
2096 #define INST_CONTROLS_SHIFT 16
2097 #define INST_CONTROLS_MASK 0x00ff0000
2099 typedef enum COMPARISON_TYPE {
2100 COMPARISON_GT = 1,
2101 COMPARISON_EQ = 2,
2102 COMPARISON_GE = 3,
2103 COMPARISON_LT = 4,
2104 COMPARISON_NE = 5,
2105 COMPARISON_LE = 6
2106 } COMPARISON_TYPE;
2108 typedef struct SHADER_OPCODE {
2109 unsigned int opcode;
2110 const char* name;
2111 const char* glname;
2112 char dst_token;
2113 CONST UINT num_params;
2114 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2115 DWORD min_version;
2116 DWORD max_version;
2117 } SHADER_OPCODE;
2119 typedef struct SHADER_OPCODE_ARG {
2120 IWineD3DBaseShader* shader;
2121 const shader_reg_maps *reg_maps;
2122 CONST SHADER_OPCODE* opcode;
2123 DWORD opcode_token;
2124 DWORD dst;
2125 DWORD dst_addr;
2126 DWORD predicate;
2127 DWORD src[4];
2128 DWORD src_addr[4];
2129 SHADER_BUFFER* buffer;
2130 } SHADER_OPCODE_ARG;
2132 typedef struct SHADER_LIMITS {
2133 unsigned int temporary;
2134 unsigned int texcoord;
2135 unsigned int sampler;
2136 unsigned int constant_int;
2137 unsigned int constant_float;
2138 unsigned int constant_bool;
2139 unsigned int address;
2140 unsigned int packed_output;
2141 unsigned int packed_input;
2142 unsigned int attributes;
2143 unsigned int label;
2144 } SHADER_LIMITS;
2146 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2147 maintain state information between multiple codes */
2148 typedef struct SHADER_PARSE_STATE {
2149 unsigned int current_row;
2150 DWORD texcoord_w[2];
2151 } SHADER_PARSE_STATE;
2153 #ifdef __GNUC__
2154 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2155 #else
2156 #define PRINTF_ATTR(fmt,args)
2157 #endif
2159 /* Base Shader utility functions.
2160 * (may move callers into the same file in the future) */
2161 extern int shader_addline(
2162 SHADER_BUFFER* buffer,
2163 const char* fmt, ...) PRINTF_ATTR(2,3);
2165 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2167 /* Vertex shader utility functions */
2168 extern BOOL vshader_get_input(
2169 IWineD3DVertexShader* iface,
2170 BYTE usage_req, BYTE usage_idx_req,
2171 unsigned int* regnum);
2173 extern BOOL vshader_input_is_color(
2174 IWineD3DVertexShader* iface,
2175 unsigned int regnum);
2177 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2179 /* GLSL helper functions */
2180 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2182 /*****************************************************************************
2183 * IDirect3DBaseShader implementation structure
2185 typedef struct IWineD3DBaseShaderClass
2187 LONG ref;
2188 DWORD hex_version;
2189 SHADER_LIMITS limits;
2190 SHADER_PARSE_STATE parse_state;
2191 CONST SHADER_OPCODE *shader_ins;
2192 DWORD *function;
2193 UINT functionLength;
2194 BOOL is_compiled;
2195 UINT cur_loop_depth, cur_loop_regno;
2196 BOOL load_local_constsF;
2197 BOOL uses_bool_consts, uses_int_consts;
2199 /* Type of shader backend */
2200 int shader_mode;
2202 /* Programs this shader is linked with */
2203 struct list linked_programs;
2205 /* Immediate constants (override global ones) */
2206 struct list constantsB;
2207 struct list constantsF;
2208 struct list constantsI;
2209 shader_reg_maps reg_maps;
2211 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2212 UINT num_sampled_samplers;
2214 UINT recompile_count;
2216 /* Pointer to the parent device */
2217 IWineD3DDevice *device;
2218 struct list shader_list_entry;
2220 } IWineD3DBaseShaderClass;
2222 typedef struct IWineD3DBaseShaderImpl {
2223 /* IUnknown */
2224 const IWineD3DBaseShaderVtbl *lpVtbl;
2226 /* IWineD3DBaseShader */
2227 IWineD3DBaseShaderClass baseShader;
2228 } IWineD3DBaseShaderImpl;
2230 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2231 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2232 void shader_cleanup(IWineD3DBaseShader *iface);
2233 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2235 extern HRESULT shader_get_registers_used(
2236 IWineD3DBaseShader *iface,
2237 shader_reg_maps* reg_maps,
2238 semantic* semantics_in,
2239 semantic* semantics_out,
2240 CONST DWORD* pToken,
2241 IWineD3DStateBlockImpl *stateBlock);
2243 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2244 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2246 static inline int shader_get_regtype(const DWORD param) {
2247 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2248 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2251 static inline int shader_get_writemask(const DWORD param) {
2252 return param & WINED3DSP_WRITEMASK_ALL;
2255 static inline BOOL shader_is_pshader_version(DWORD token) {
2256 return 0xFFFF0000 == (token & 0xFFFF0000);
2259 static inline BOOL shader_is_vshader_version(DWORD token) {
2260 return 0xFFFE0000 == (token & 0xFFFF0000);
2263 static inline BOOL shader_is_comment(DWORD token) {
2264 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2267 static inline BOOL shader_is_scalar(DWORD param) {
2268 DWORD reg_type = shader_get_regtype(param);
2269 DWORD reg_num;
2271 switch (reg_type) {
2272 case WINED3DSPR_RASTOUT:
2273 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2274 /* oFog & oPts */
2275 return TRUE;
2277 /* oPos */
2278 return FALSE;
2280 case WINED3DSPR_DEPTHOUT: /* oDepth */
2281 case WINED3DSPR_CONSTBOOL: /* b# */
2282 case WINED3DSPR_LOOP: /* aL */
2283 case WINED3DSPR_PREDICATE: /* p0 */
2284 return TRUE;
2286 case WINED3DSPR_MISCTYPE:
2287 reg_num = param & WINED3DSP_REGNUM_MASK;
2288 switch(reg_num) {
2289 case 0: /* vPos */
2290 return FALSE;
2291 case 1: /* vFace */
2292 return TRUE;
2293 default:
2294 return FALSE;
2297 default:
2298 return FALSE;
2302 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2303 local_constant* lconst;
2305 if(This->baseShader.load_local_constsF) return FALSE;
2306 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2307 if(lconst->idx == reg) return TRUE;
2309 return FALSE;
2313 /*****************************************************************************
2314 * IDirect3DVertexShader implementation structure
2316 typedef struct IWineD3DVertexShaderImpl {
2317 /* IUnknown parts*/
2318 const IWineD3DVertexShaderVtbl *lpVtbl;
2320 /* IWineD3DBaseShader */
2321 IWineD3DBaseShaderClass baseShader;
2323 /* IWineD3DVertexShaderImpl */
2324 IUnknown *parent;
2326 DWORD usage;
2328 /* The GL shader */
2329 GLuint prgId;
2331 /* Vertex shader input and output semantics */
2332 semantic semantics_in [MAX_ATTRIBS];
2333 semantic semantics_out [MAX_REG_OUTPUT];
2335 /* Ordered array of attributes that are swizzled */
2336 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2337 UINT num_swizzled_attribs;
2339 UINT min_rel_offset, max_rel_offset;
2340 UINT rel_offset;
2342 UINT recompile_count;
2343 } IWineD3DVertexShaderImpl;
2344 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2345 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2346 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2348 /*****************************************************************************
2349 * IDirect3DPixelShader implementation structure
2352 enum vertexprocessing_mode {
2353 fixedfunction,
2354 vertexshader,
2355 pretransformed
2358 struct stb_const_desc {
2359 char texunit;
2360 UINT const_num;
2363 /* Stateblock dependent parameters which have to be hardcoded
2364 * into the shader code
2366 struct ps_compile_args {
2367 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
2368 BOOL srgb_correction;
2369 enum vertexprocessing_mode vp_mode;
2370 /* Projected textures(ps 1.0-1.3) */
2371 /* Texture types(2D, Cube, 3D) in ps 1.x */
2374 struct ps_compiled_shader {
2375 struct ps_compile_args args;
2376 GLuint prgId;
2379 typedef struct IWineD3DPixelShaderImpl {
2380 /* IUnknown parts */
2381 const IWineD3DPixelShaderVtbl *lpVtbl;
2383 /* IWineD3DBaseShader */
2384 IWineD3DBaseShaderClass baseShader;
2386 /* IWineD3DPixelShaderImpl */
2387 IUnknown *parent;
2389 /* Pixel shader input semantics */
2390 semantic semantics_in [MAX_REG_INPUT];
2391 DWORD input_reg_map[MAX_REG_INPUT];
2392 BOOL input_reg_used[MAX_REG_INPUT];
2393 int declared_in_count;
2395 /* The GL shader */
2396 struct ps_compiled_shader *gl_shaders;
2397 UINT num_gl_shaders;
2399 /* Some information about the shader behavior */
2400 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2401 char numbumpenvmatconsts;
2402 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2403 char vpos_uniform;
2404 } IWineD3DPixelShaderImpl;
2406 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2407 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2408 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2409 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2411 /* sRGB correction constants */
2412 static const float srgb_cmp = 0.0031308;
2413 static const float srgb_mul_low = 12.92;
2414 static const float srgb_pow = 0.41666;
2415 static const float srgb_mul_high = 1.055;
2416 static const float srgb_sub_high = 0.055;
2418 /*****************************************************************************
2419 * IWineD3DPalette implementation structure
2421 struct IWineD3DPaletteImpl {
2422 /* IUnknown parts */
2423 const IWineD3DPaletteVtbl *lpVtbl;
2424 LONG ref;
2426 IUnknown *parent;
2427 IWineD3DDeviceImpl *wineD3DDevice;
2429 /* IWineD3DPalette */
2430 HPALETTE hpal;
2431 WORD palVersion; /*| */
2432 WORD palNumEntries; /*| LOGPALETTE */
2433 PALETTEENTRY palents[256]; /*| */
2434 /* This is to store the palette in 'screen format' */
2435 int screen_palents[256];
2436 DWORD Flags;
2439 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2440 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2442 /* DirectDraw utility functions */
2443 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2445 /*****************************************************************************
2446 * Pixel format management
2449 struct GlPixelFormatDesc
2451 GLint glInternal;
2452 GLint glGammaInternal;
2453 GLint rtInternal;
2454 GLint glFormat;
2455 GLint glType;
2456 unsigned int Flags;
2457 float heightscale;
2458 struct color_fixup_desc color_fixup;
2461 typedef struct {
2462 WINED3DFORMAT format;
2463 DWORD alphaMask, redMask, greenMask, blueMask;
2464 UINT bpp;
2465 short depthSize, stencilSize;
2466 BOOL isFourcc;
2467 } StaticPixelFormatDesc;
2469 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2470 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2472 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2473 return (device->vs_selected_mode != SHADER_NONE
2474 && device->stateBlock->vertexShader
2475 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2476 && !device->strided_streams.u.s.position_transformed);
2479 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2480 return (device->ps_selected_mode != SHADER_NONE
2481 && device->stateBlock->pixelShader
2482 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2485 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2486 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2487 #endif