wined3d: Determine used streams at vdecl creation.
[wine/wine-gecko.git] / dlls / wined3d / wined3d_private.h
blob240dca5bf4ab559d03e5b15e6fe4431346467577
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 31
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
144 * gain us much. */
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
155 * Settings
157 #define VS_NONE 0
158 #define VS_HW 1
160 #define PS_NONE 0
161 #define PS_HW 1
163 #define VBO_NONE 0
164 #define VBO_HW 1
166 #define NP2_NONE 0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
172 #define ORM_FBO 2
174 #define SHADER_ARB 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
179 #define RTL_AUTO 0
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
183 #define RTL_TEXTEX 4
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189 int vs_mode;
190 int ps_mode;
191 int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
195 BOOL glslRequested;
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
200 } wined3d_settings_t;
202 extern wined3d_settings_t wined3d_settings;
204 /* Shader backends */
206 typedef struct {
207 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
208 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
209 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
210 void (*shader_cleanup)(IWineD3DDevice *iface);
211 } shader_backend_t;
213 extern const shader_backend_t glsl_shader_backend;
214 extern const shader_backend_t arb_program_shader_backend;
215 extern const shader_backend_t none_shader_backend;
217 /* X11 locking */
219 extern void (*wine_tsx11_lock_ptr)(void);
220 extern void (*wine_tsx11_unlock_ptr)(void);
222 /* As GLX relies on X, this is needed */
223 extern int num_lock;
225 #if 0
226 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
227 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
228 #else
229 #define ENTER_GL() wine_tsx11_lock_ptr()
230 #define LEAVE_GL() wine_tsx11_unlock_ptr()
231 #endif
233 /*****************************************************************************
234 * Defines
237 /* GL related defines */
238 /* ------------------ */
239 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
240 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
241 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
242 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
244 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
245 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
246 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
247 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
249 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
254 #define D3DCOLORTOGLFLOAT4(dw, vec) \
255 (vec)[0] = D3DCOLOR_R(dw); \
256 (vec)[1] = D3DCOLOR_G(dw); \
257 (vec)[2] = D3DCOLOR_B(dw); \
258 (vec)[3] = D3DCOLOR_A(dw);
260 /* DirectX Device Limits */
261 /* --------------------- */
262 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
264 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
265 See MaxStreams in MSDN under GetDeviceCaps */
266 /* Maximum number of constants provided to the shaders */
267 #define HIGHEST_TRANSFORMSTATE 512
268 /* Highest value in WINED3DTRANSFORMSTATETYPE */
269 #define MAX_PALETTES 256
271 /* Checking of API calls */
272 /* --------------------- */
273 #define checkGLcall(A) \
275 GLint err = glGetError(); \
276 if (err == GL_NO_ERROR) { \
277 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
279 } else do { \
280 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
281 debug_glerror(err), err, A, __FILE__, __LINE__); \
282 err = glGetError(); \
283 } while (err != GL_NO_ERROR); \
286 /* Trace routines / diagnostics */
287 /* ---------------------------- */
289 /* Dump out a matrix and copy it */
290 #define conv_mat(mat,gl_mat) \
291 do { \
292 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
293 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
296 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
297 } while (0)
299 /* Macro to dump out the current state of the light chain */
300 #define DUMP_LIGHT_CHAIN() \
302 PLIGHTINFOEL *el = This->stateBlock->lights;\
303 while (el) { \
304 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
305 el = el->next; \
309 /* Trace vector and strided data information */
310 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
311 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
312 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);
314 /* Defines used for optimizations */
316 /* Only reapply what is necessary */
317 #define REAPPLY_ALPHAOP 0x0001
318 #define REAPPLY_ALL 0xFFFF
320 /* Advance declaration of structures to satisfy compiler */
321 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
322 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
323 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
324 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
326 /* Tracking */
328 /* TODO: Move some of this to the device */
329 long globalChangeGlRam(long glram);
331 /* Memory and object tracking */
333 /*Structure for holding information on all direct3d objects
334 useful for making sure tracking is ok and when release is called on a device!
335 and probably quite handy for debugging and dumping states out
337 typedef struct WineD3DGlobalStatistics {
338 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
339 } WineD3DGlobalStatistics;
341 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
343 /* Global variables */
344 extern const float identity[16];
346 /*****************************************************************************
347 * Compilable extra diagnostics
350 /* Trace information per-vertex: (extremely high amount of trace) */
351 #if 0 /* NOTE: Must be 0 in cvs */
352 # define VTRACE(A) TRACE A
353 #else
354 # define VTRACE(A)
355 #endif
357 /* Checking of per-vertex related GL calls */
358 /* --------------------- */
359 #define vcheckGLcall(A) \
361 GLint err = glGetError(); \
362 if (err == GL_NO_ERROR) { \
363 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
365 } else do { \
366 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
367 debug_glerror(err), err, A, __FILE__, __LINE__); \
368 err = glGetError(); \
369 } while (err != GL_NO_ERROR); \
372 /* TODO: Confirm each of these works when wined3d move completed */
373 #if 0 /* NOTE: Must be 0 in cvs */
374 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
375 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
376 is enabled, and if it doesn't exist it is disabled. */
377 # define FRAME_DEBUGGING
378 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
379 the file is deleted */
380 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
381 # define SINGLE_FRAME_DEBUGGING
382 # endif
383 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
384 It can only be enabled when FRAME_DEBUGGING is also enabled
385 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
386 array is drawn. */
387 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
388 # define SHOW_FRAME_MAKEUP 1
389 # endif
390 /* The following, when enabled, lets you see the makeup of the all the textures used during each
391 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
392 The contents of the textures assigned to each stage are written into
393 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
394 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
395 # define SHOW_TEXTURE_MAKEUP 0
396 # endif
397 extern BOOL isOn;
398 extern BOOL isDumpingFrames;
399 extern LONG primCounter;
400 #endif
402 /*****************************************************************************
403 * Prototypes
406 /* Routine common to the draw primitive and draw indexed primitive routines */
407 void drawPrimitive(IWineD3DDevice *iface,
408 int PrimitiveType,
409 long NumPrimitives,
410 /* for Indexed: */
411 long StartVertexIndex,
412 UINT numberOfVertices,
413 long StartIdx,
414 short idxBytes,
415 const void *idxData,
416 int minIndex);
418 void primitiveDeclarationConvertToStridedData(
419 IWineD3DDevice *iface,
420 BOOL useVertexShaderFunction,
421 WineDirect3DVertexStridedData *strided,
422 BOOL *fixup);
424 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
426 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
428 #define eps 1e-8
430 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
431 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
433 /* Routines and structures related to state management */
434 typedef struct WineD3DContext WineD3DContext;
435 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
437 #define STATE_RENDER(a) (a)
438 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
440 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
441 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
443 /* + 1 because samplers start with 0 */
444 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
445 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
447 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
448 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
450 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
451 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
453 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
454 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
455 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
456 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
458 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
459 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
461 #define STATE_VSHADER (STATE_VDECL + 1)
462 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
464 #define STATE_VIEWPORT (STATE_VSHADER + 1)
465 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
467 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
468 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
469 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
470 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
472 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
473 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
475 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
476 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
478 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
479 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
481 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
483 #define STATE_HIGHEST (STATE_MATERIAL)
485 struct StateEntry
487 DWORD representative;
488 APPLYSTATEFUNC apply;
491 /* Global state table */
492 extern const struct StateEntry StateTable[];
494 /* The new context manager that should deal with onscreen and offscreen rendering */
495 struct WineD3DContext {
496 /* State dirtification
497 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
498 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
499 * 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
500 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
502 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
503 DWORD numDirtyEntries;
504 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
506 IWineD3DSurface *surface;
507 DWORD tid; /* Thread ID which owns this context at the moment */
509 /* Stores some inforation about the context state for optimization */
510 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
511 BOOL last_was_pshader;
512 BOOL last_was_vshader;
513 BOOL last_was_foggy_shader;
514 BOOL namedArraysLoaded, numberedArraysLoaded;
515 BOOL lastWasPow2Texture[MAX_TEXTURES];
516 GLenum tracking_parm; /* Which source is tracking current colour */
517 unsigned char num_untracked_materials;
518 GLenum untracked_materials[2];
519 BOOL last_was_blit, last_was_ckey;
520 char texShaderBumpMap;
522 /* The actual opengl context */
523 GLXContext glCtx;
524 Drawable drawable;
525 Display *display;
526 BOOL isPBuffer;
529 typedef enum ContextUsage {
530 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
531 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
532 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
533 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
534 } ContextUsage;
536 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
537 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
538 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
539 void apply_fbo_state(IWineD3DDevice *iface);
541 /* Macros for doing basic GPU detection based on opengl capabilities */
542 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
543 #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])
544 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
545 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
547 /* Default callbacks for implicit object destruction */
548 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
550 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
552 /*****************************************************************************
553 * Internal representation of a light
555 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
556 struct PLIGHTINFOEL {
557 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
558 DWORD OriginalIndex;
559 LONG glIndex;
560 BOOL changed;
561 BOOL enabledChanged;
563 /* Converted parms to speed up swapping lights */
564 float lightPosn[4];
565 float lightDirn[4];
566 float exponent;
567 float cutoff;
569 struct list entry;
572 /* The default light parameters */
573 extern const WINED3DLIGHT WINED3D_default_light;
575 /* The adapter structure */
576 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
577 struct WineD3DAdapter
579 POINT monitorPoint;
580 Display *display;
581 WineD3D_GL_Info gl_info;
582 const char *driver;
583 const char *description;
584 GLXFBConfig *cfgs;
585 int nCfgs;
588 extern BOOL InitAdapters(void);
589 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
591 /*****************************************************************************
592 * High order patch management
594 struct WineD3DRectPatch
596 UINT Handle;
597 float *mem;
598 WineDirect3DVertexStridedData strided;
599 WINED3DRECTPATCH_INFO RectPatchInfo;
600 float numSegs[4];
601 char has_normals, has_texcoords;
602 struct list entry;
605 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
607 /*****************************************************************************
608 * IWineD3D implementation structure
610 typedef struct IWineD3DImpl
612 /* IUnknown fields */
613 const IWineD3DVtbl *lpVtbl;
614 LONG ref; /* Note: Ref counting not required */
616 /* WineD3D Information */
617 IUnknown *parent;
618 UINT dxVersion;
619 } IWineD3DImpl;
621 extern const IWineD3DVtbl IWineD3D_Vtbl;
623 /* TODO: setup some flags in the registry to enable, disable pbuffer support
624 (since it will break quite a few things until contexts are managed properly!) */
625 extern BOOL pbuffer_support;
626 /* allocate one pbuffer per surface */
627 extern BOOL pbuffer_per_surface;
629 typedef struct ResourceList {
630 IWineD3DResource *resource;
631 struct ResourceList *next;
632 } ResourceList;
634 /* A helper function that dumps a resource list */
635 void dumpResources(ResourceList *resources);
637 /*****************************************************************************
638 * IWineD3DDevice implementation structure
640 struct IWineD3DDeviceImpl
642 /* IUnknown fields */
643 const IWineD3DDeviceVtbl *lpVtbl;
644 LONG ref; /* Note: Ref counting not required */
646 /* WineD3D Information */
647 IUnknown *parent;
648 IWineD3D *wineD3D;
649 struct WineD3DAdapter *adapter;
651 /* Window styles to restore when switching fullscreen mode */
652 LONG style;
653 LONG exStyle;
655 /* X and GL Information */
656 GLint maxConcurrentLights;
657 GLenum offscreenBuffer;
659 /* Selected capabilities */
660 int vs_selected_mode;
661 int ps_selected_mode;
662 const shader_backend_t *shader_backend;
663 hash_table_t *glsl_program_lookup;
665 /* To store */
666 BOOL view_ident; /* true iff view matrix is identity */
667 BOOL untransformed;
668 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
669 unsigned char surface_alignment; /* Line Alignment of surfaces */
671 /* State block related */
672 BOOL isRecordingState;
673 IWineD3DStateBlockImpl *stateBlock;
674 IWineD3DStateBlockImpl *updateStateBlock;
675 BOOL isInDraw;
677 /* Internal use fields */
678 WINED3DDEVICE_CREATION_PARAMETERS createParms;
679 UINT adapterNo;
680 WINED3DDEVTYPE devType;
682 IWineD3DSwapChain **swapchains;
683 UINT NumberOfSwapChains;
685 ResourceList *resources; /* a linked list to track resources created by the device */
687 /* Render Target Support */
688 IWineD3DSurface **render_targets;
689 IWineD3DSurface *depthStencilBuffer;
690 IWineD3DSurface **fbo_color_attachments;
691 IWineD3DSurface *fbo_depth_attachment;
693 IWineD3DSurface *stencilBufferTarget;
695 /* Caches to avoid unneeded context changes */
696 IWineD3DSurface *lastActiveRenderTarget;
697 IWineD3DSwapChain *lastActiveSwapChain;
699 /* palettes texture management */
700 PALETTEENTRY palettes[MAX_PALETTES][256];
701 UINT currentPalette;
703 /* For rendering to a texture using glCopyTexImage */
704 BOOL render_offscreen;
705 WINED3D_DEPTHCOPYSTATE depth_copy_state;
706 GLuint fbo;
707 GLuint src_fbo;
708 GLuint dst_fbo;
709 GLenum *draw_buffers;
711 /* Cursor management */
712 BOOL bCursorVisible;
713 UINT xHotSpot;
714 UINT yHotSpot;
715 UINT xScreenSpace;
716 UINT yScreenSpace;
717 UINT cursorWidth, cursorHeight;
718 GLuint cursorTexture;
719 BOOL haveHardwareCursor;
720 HCURSOR hardwareCursor;
722 /* Textures for when no other textures are mapped */
723 UINT dummyTextureName[MAX_TEXTURES];
725 /* Debug stream management */
726 BOOL debug;
728 /* Device state management */
729 HRESULT state;
730 BOOL d3d_initialized;
732 /* A flag to check for proper BeginScene / EndScene call pairs */
733 BOOL inScene;
735 /* process vertex shaders using software or hardware */
736 BOOL softwareVertexProcessing;
738 /* DirectDraw stuff */
739 HWND ddraw_window;
740 IWineD3DSurface *ddraw_primary;
741 DWORD ddraw_width, ddraw_height;
742 WINED3DFORMAT ddraw_format;
743 BOOL ddraw_fullscreen;
745 /* Final position fixup constant */
746 float posFixup[4];
748 /* With register combiners we can skip junk texture stages */
749 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
750 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
751 BOOL fixed_function_usage_map[MAX_TEXTURES];
753 /* Stream source management */
754 WineDirect3DVertexStridedData strided_streams;
755 WineDirect3DVertexStridedData *up_strided;
756 BOOL useDrawStridedSlow;
757 BOOL instancedDraw;
759 /* Context management */
760 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
761 WineD3DContext *activeContext;
762 DWORD lastThread;
763 UINT numContexts;
764 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
765 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
767 /* High level patch management */
768 #define PATCHMAP_SIZE 43
769 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
770 struct list patches[PATCHMAP_SIZE];
771 struct WineD3DRectPatch *currentPatch;
774 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
776 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
777 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
778 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
779 DWORD idx = state >> 5;
780 BYTE shift = state & 0x1f;
781 return context->isStateDirty[idx] & (1 << shift);
784 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
785 typedef struct PrivateData
787 struct list entry;
789 GUID tag;
790 DWORD flags; /* DDSPD_* */
791 DWORD uniqueness_value;
793 union
795 LPVOID data;
796 LPUNKNOWN object;
797 } ptr;
799 DWORD size;
800 } PrivateData;
802 /*****************************************************************************
803 * IWineD3DResource implementation structure
805 typedef struct IWineD3DResourceClass
807 /* IUnknown fields */
808 LONG ref; /* Note: Ref counting not required */
810 /* WineD3DResource Information */
811 IUnknown *parent;
812 WINED3DRESOURCETYPE resourceType;
813 IWineD3DDeviceImpl *wineD3DDevice;
814 WINED3DPOOL pool;
815 UINT size;
816 DWORD usage;
817 WINED3DFORMAT format;
818 BYTE *allocatedMemory;
819 struct list privateData;
821 } IWineD3DResourceClass;
823 typedef struct IWineD3DResourceImpl
825 /* IUnknown & WineD3DResource Information */
826 const IWineD3DResourceVtbl *lpVtbl;
827 IWineD3DResourceClass resource;
828 } IWineD3DResourceImpl;
831 /*****************************************************************************
832 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
834 typedef struct IWineD3DVertexBufferImpl
836 /* IUnknown & WineD3DResource Information */
837 const IWineD3DVertexBufferVtbl *lpVtbl;
838 IWineD3DResourceClass resource;
840 /* WineD3DVertexBuffer specifics */
841 DWORD fvf;
843 /* Vertex buffer object support */
844 GLuint vbo;
845 BYTE Flags;
846 LONG bindCount;
848 UINT dirtystart, dirtyend;
849 LONG lockcount;
851 LONG declChanges, draws;
852 /* Last description of the buffer */
853 WineDirect3DVertexStridedData strided;
854 } IWineD3DVertexBufferImpl;
856 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
858 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
859 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
860 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
861 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
862 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
864 /*****************************************************************************
865 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
867 typedef struct IWineD3DIndexBufferImpl
869 /* IUnknown & WineD3DResource Information */
870 const IWineD3DIndexBufferVtbl *lpVtbl;
871 IWineD3DResourceClass resource;
873 GLuint vbo;
874 UINT dirtystart, dirtyend;
875 LONG lockcount;
877 /* WineD3DVertexBuffer specifics */
878 } IWineD3DIndexBufferImpl;
880 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
882 /*****************************************************************************
883 * IWineD3DBaseTexture D3D- > openGL state map lookups
885 #define WINED3DFUNC_NOTSUPPORTED -2
886 #define WINED3DFUNC_UNIMPLEMENTED -1
888 typedef enum winetexturestates {
889 WINED3DTEXSTA_ADDRESSU = 0,
890 WINED3DTEXSTA_ADDRESSV = 1,
891 WINED3DTEXSTA_ADDRESSW = 2,
892 WINED3DTEXSTA_BORDERCOLOR = 3,
893 WINED3DTEXSTA_MAGFILTER = 4,
894 WINED3DTEXSTA_MINFILTER = 5,
895 WINED3DTEXSTA_MIPFILTER = 6,
896 WINED3DTEXSTA_MAXMIPLEVEL = 7,
897 WINED3DTEXSTA_MAXANISOTROPY = 8,
898 WINED3DTEXSTA_SRGBTEXTURE = 9,
899 WINED3DTEXSTA_ELEMENTINDEX = 10,
900 WINED3DTEXSTA_DMAPOFFSET = 11,
901 WINED3DTEXSTA_TSSADDRESSW = 12,
902 MAX_WINETEXTURESTATES = 13,
903 } winetexturestates;
905 typedef struct Wined3dTextureStateMap {
906 CONST int state;
907 int function;
908 } Wined3dTextureStateMap;
910 /*****************************************************************************
911 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
913 typedef struct IWineD3DBaseTextureClass
915 UINT levels;
916 BOOL dirty;
917 UINT textureName;
918 UINT LOD;
919 WINED3DTEXTUREFILTERTYPE filterType;
920 DWORD states[MAX_WINETEXTURESTATES];
921 LONG bindCount;
922 DWORD sampler;
923 BOOL is_srgb;
924 UINT srgb_mode_change_count;
925 } IWineD3DBaseTextureClass;
927 typedef struct IWineD3DBaseTextureImpl
929 /* IUnknown & WineD3DResource Information */
930 const IWineD3DBaseTextureVtbl *lpVtbl;
931 IWineD3DResourceClass resource;
932 IWineD3DBaseTextureClass baseTexture;
934 } IWineD3DBaseTextureImpl;
936 /*****************************************************************************
937 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
939 typedef struct IWineD3DTextureImpl
941 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
942 const IWineD3DTextureVtbl *lpVtbl;
943 IWineD3DResourceClass resource;
944 IWineD3DBaseTextureClass baseTexture;
946 /* IWineD3DTexture */
947 IWineD3DSurface *surfaces[MAX_LEVELS];
949 UINT width;
950 UINT height;
951 float pow2scalingFactorX;
952 float pow2scalingFactorY;
954 } IWineD3DTextureImpl;
956 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
958 /*****************************************************************************
959 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
961 typedef struct IWineD3DCubeTextureImpl
963 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
964 const IWineD3DCubeTextureVtbl *lpVtbl;
965 IWineD3DResourceClass resource;
966 IWineD3DBaseTextureClass baseTexture;
968 /* IWineD3DCubeTexture */
969 IWineD3DSurface *surfaces[6][MAX_LEVELS];
971 UINT edgeLength;
972 float pow2scalingFactor;
974 } IWineD3DCubeTextureImpl;
976 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
978 typedef struct _WINED3DVOLUMET_DESC
980 UINT Width;
981 UINT Height;
982 UINT Depth;
983 } WINED3DVOLUMET_DESC;
985 /*****************************************************************************
986 * IWineD3DVolume implementation structure (extends IUnknown)
988 typedef struct IWineD3DVolumeImpl
990 /* IUnknown & WineD3DResource fields */
991 const IWineD3DVolumeVtbl *lpVtbl;
992 IWineD3DResourceClass resource;
994 /* WineD3DVolume Information */
995 WINED3DVOLUMET_DESC currentDesc;
996 IWineD3DBase *container;
997 UINT bytesPerPixel;
999 BOOL lockable;
1000 BOOL locked;
1001 WINED3DBOX lockedBox;
1002 WINED3DBOX dirtyBox;
1003 BOOL dirty;
1006 } IWineD3DVolumeImpl;
1008 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1010 /*****************************************************************************
1011 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1013 typedef struct IWineD3DVolumeTextureImpl
1015 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1016 const IWineD3DVolumeTextureVtbl *lpVtbl;
1017 IWineD3DResourceClass resource;
1018 IWineD3DBaseTextureClass baseTexture;
1020 /* IWineD3DVolumeTexture */
1021 IWineD3DVolume *volumes[MAX_LEVELS];
1023 UINT width;
1024 UINT height;
1025 UINT depth;
1026 } IWineD3DVolumeTextureImpl;
1028 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1030 typedef struct _WINED3DSURFACET_DESC
1032 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1033 DWORD MultiSampleQuality;
1034 UINT Width;
1035 UINT Height;
1036 } WINED3DSURFACET_DESC;
1038 /*****************************************************************************
1039 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1041 typedef struct wineD3DSurface_DIB {
1042 HBITMAP DIBsection;
1043 void* bitmap_data;
1044 HGDIOBJ holdbitmap;
1045 BOOL client_memory;
1046 } wineD3DSurface_DIB;
1048 typedef struct {
1049 struct list entry;
1050 GLuint id;
1051 UINT width;
1052 UINT height;
1053 } renderbuffer_entry_t;
1055 /*****************************************************************************
1056 * IWineD3DClipp implementation structure
1058 typedef struct IWineD3DClipperImpl
1060 const IWineD3DClipperVtbl *lpVtbl;
1061 LONG ref;
1063 IUnknown *Parent;
1064 HWND hWnd;
1065 } IWineD3DClipperImpl;
1068 /*****************************************************************************
1069 * IWineD3DSurface implementation structure
1071 struct IWineD3DSurfaceImpl
1073 /* IUnknown & IWineD3DResource Information */
1074 const IWineD3DSurfaceVtbl *lpVtbl;
1075 IWineD3DResourceClass resource;
1077 /* IWineD3DSurface fields */
1078 IWineD3DBase *container;
1079 WINED3DSURFACET_DESC currentDesc;
1080 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1081 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1083 UINT bytesPerPixel;
1085 /* TODO: move this off into a management class(maybe!) */
1086 DWORD Flags;
1088 UINT pow2Width;
1089 UINT pow2Height;
1091 /* Oversized texture */
1092 RECT glRect;
1094 #if 0
1095 /* precalculated x and y scalings for texture coords */
1096 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1097 float pow2scalingFactorY; /* = (Height / pow2Height) */
1098 #endif
1100 RECT lockedRect;
1101 RECT dirtyRect;
1102 int lockCount;
1103 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1105 glDescriptor glDescription;
1107 /* For GetDC */
1108 wineD3DSurface_DIB dib;
1109 HDC hDC;
1111 /* Color keys for DDraw */
1112 WINEDDCOLORKEY DestBltCKey;
1113 WINEDDCOLORKEY DestOverlayCKey;
1114 WINEDDCOLORKEY SrcOverlayCKey;
1115 WINEDDCOLORKEY SrcBltCKey;
1116 DWORD CKeyFlags;
1118 WINEDDCOLORKEY glCKey;
1120 struct list renderbuffers;
1121 renderbuffer_entry_t *current_renderbuffer;
1123 /* DirectDraw clippers */
1124 IWineD3DClipper *clipper;
1127 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1128 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1130 /* Predeclare the shared Surface functions */
1131 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1132 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1133 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1135 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1136 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1139 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1140 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1141 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1142 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1145 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1147 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1149 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1150 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1151 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1152 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1153 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1154 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1155 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1156 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1157 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1158 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1160 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1161 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1162 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1164 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1165 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1166 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1168 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1169 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1170 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1172 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1173 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1175 /* Surface flags: */
1176 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1177 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1178 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1179 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1180 #define SFLAG_DISCARD 0x00000010 /* ??? */
1181 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1182 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1183 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1184 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1185 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1186 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1187 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1188 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1189 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1190 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1191 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1192 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1193 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1195 /* In some conditions the surface memory must not be freed:
1196 * SFLAG_OVERSIZE: Not all data can be kept in GL
1197 * SFLAG_CONVERTED: Converting the data back would take too long
1198 * SFLAG_DIBSECTION: The dib code manages the memory
1199 * SFLAG_LOCKED: The app requires access to the surface data
1200 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1201 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1202 * SFLAG_CLIENT: OpenGL uses our memory as backup
1204 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1205 SFLAG_CONVERTED | \
1206 SFLAG_DIBSECTION | \
1207 SFLAG_LOCKED | \
1208 SFLAG_DYNLOCK | \
1209 SFLAG_DYNCHANGE | \
1210 SFLAG_USERPTR | \
1211 SFLAG_CLIENT)
1213 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1215 /*****************************************************************************
1216 * IWineD3DVertexDeclaration implementation structure
1218 typedef struct IWineD3DVertexDeclarationImpl {
1219 /* IUnknown Information */
1220 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1221 LONG ref;
1223 IUnknown *parent;
1224 IWineD3DDeviceImpl *wineD3DDevice;
1226 WINED3DVERTEXELEMENT *pDeclarationWine;
1227 UINT declarationWNumElements;
1229 DWORD streams[MAX_STREAMS];
1230 UINT num_streams;
1231 } IWineD3DVertexDeclarationImpl;
1233 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1235 /*****************************************************************************
1236 * IWineD3DStateBlock implementation structure
1239 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1240 /* Note: Very long winded but gl Lists are not flexible enough */
1241 /* to resolve everything we need, so doing it manually for now */
1242 typedef struct SAVEDSTATES {
1243 BOOL indices;
1244 BOOL material;
1245 BOOL fvf;
1246 BOOL streamSource[MAX_STREAMS];
1247 BOOL streamFreq[MAX_STREAMS];
1248 BOOL textures[MAX_COMBINED_SAMPLERS];
1249 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1250 BOOL viewport;
1251 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1252 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1253 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1254 BOOL clipplane[MAX_CLIPPLANES];
1255 BOOL vertexDecl;
1256 BOOL pixelShader;
1257 BOOL pixelShaderConstantsB[MAX_CONST_B];
1258 BOOL pixelShaderConstantsI[MAX_CONST_I];
1259 BOOL *pixelShaderConstantsF;
1260 BOOL vertexShader;
1261 BOOL vertexShaderConstantsB[MAX_CONST_B];
1262 BOOL vertexShaderConstantsI[MAX_CONST_I];
1263 BOOL *vertexShaderConstantsF;
1264 BOOL scissorRect;
1265 } SAVEDSTATES;
1267 typedef struct {
1268 struct list entry;
1269 DWORD count;
1270 DWORD idx[13];
1271 } constants_entry;
1273 struct IWineD3DStateBlockImpl
1275 /* IUnknown fields */
1276 const IWineD3DStateBlockVtbl *lpVtbl;
1277 LONG ref; /* Note: Ref counting not required */
1279 /* IWineD3DStateBlock information */
1280 IUnknown *parent;
1281 IWineD3DDeviceImpl *wineD3DDevice;
1282 WINED3DSTATEBLOCKTYPE blockType;
1284 /* Array indicating whether things have been set or changed */
1285 SAVEDSTATES changed;
1286 SAVEDSTATES set;
1287 struct list set_vconstantsF;
1288 struct list set_pconstantsF;
1290 /* Drawing - Vertex Shader or FVF related */
1291 DWORD fvf;
1292 /* Vertex Shader Declaration */
1293 IWineD3DVertexDeclaration *vertexDecl;
1295 IWineD3DVertexShader *vertexShader;
1297 /* Vertex Shader Constants */
1298 BOOL vertexShaderConstantB[MAX_CONST_B];
1299 INT vertexShaderConstantI[MAX_CONST_I * 4];
1300 float *vertexShaderConstantF;
1302 /* Stream Source */
1303 BOOL streamIsUP;
1304 UINT streamStride[MAX_STREAMS];
1305 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1306 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1307 UINT streamFreq[MAX_STREAMS + 1];
1308 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1310 /* Indices */
1311 IWineD3DIndexBuffer* pIndexData;
1312 UINT baseVertexIndex;
1313 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1315 /* Transform */
1316 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1318 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1319 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1320 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1321 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1322 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1324 /* Clipping */
1325 double clipplane[MAX_CLIPPLANES][4];
1326 WINED3DCLIPSTATUS clip_status;
1328 /* ViewPort */
1329 WINED3DVIEWPORT viewport;
1331 /* Material */
1332 WINED3DMATERIAL material;
1334 /* Pixel Shader */
1335 IWineD3DPixelShader *pixelShader;
1337 /* Pixel Shader Constants */
1338 BOOL pixelShaderConstantB[MAX_CONST_B];
1339 INT pixelShaderConstantI[MAX_CONST_I * 4];
1340 float *pixelShaderConstantF;
1342 /* RenderState */
1343 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1345 /* Texture */
1346 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1347 int textureDimensions[MAX_COMBINED_SAMPLERS];
1349 /* Texture State Stage */
1350 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1351 DWORD lowest_disabled_stage;
1352 /* Sampler States */
1353 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1355 /* Current GLSL Shader Program */
1356 struct glsl_shader_prog_link *glsl_program;
1358 /* Scissor test rectangle */
1359 RECT scissorRect;
1362 extern void stateblock_savedstates_set(
1363 IWineD3DStateBlock* iface,
1364 SAVEDSTATES* states,
1365 BOOL value);
1367 extern void stateblock_savedstates_copy(
1368 IWineD3DStateBlock* iface,
1369 SAVEDSTATES* dest,
1370 SAVEDSTATES* source);
1372 extern void stateblock_copy(
1373 IWineD3DStateBlock* destination,
1374 IWineD3DStateBlock* source);
1376 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1378 /*****************************************************************************
1379 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1381 typedef struct IWineD3DQueryImpl
1383 const IWineD3DQueryVtbl *lpVtbl;
1384 LONG ref; /* Note: Ref counting not required */
1386 IUnknown *parent;
1387 /*TODO: replace with iface usage */
1388 #if 0
1389 IWineD3DDevice *wineD3DDevice;
1390 #else
1391 IWineD3DDeviceImpl *wineD3DDevice;
1392 #endif
1394 /* IWineD3DQuery fields */
1395 WINED3DQUERYTYPE type;
1396 /* TODO: Think about using a IUnknown instead of a void* */
1397 void *extendedData;
1400 } IWineD3DQueryImpl;
1402 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1404 /* Datastructures for IWineD3DQueryImpl.extendedData */
1405 typedef struct WineQueryOcclusionData {
1406 GLuint queryId;
1407 } WineQueryOcclusionData;
1409 typedef struct WineQueryEventData {
1410 GLuint fenceId;
1411 } WineQueryEventData;
1413 /*****************************************************************************
1414 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1417 typedef struct IWineD3DSwapChainImpl
1419 /*IUnknown part*/
1420 const IWineD3DSwapChainVtbl *lpVtbl;
1421 LONG ref; /* Note: Ref counting not required */
1423 IUnknown *parent;
1424 IWineD3DDeviceImpl *wineD3DDevice;
1426 /* IWineD3DSwapChain fields */
1427 IWineD3DSurface **backBuffer;
1428 IWineD3DSurface *frontBuffer;
1429 BOOL wantsDepthStencilBuffer;
1430 WINED3DPRESENT_PARAMETERS presentParms;
1431 DWORD orig_width, orig_height;
1432 WINED3DFORMAT orig_fmt;
1434 long prev_time, frames; /* Performance tracking */
1435 unsigned int vSyncCounter;
1437 WineD3DContext **context; /* Later a array for multithreading */
1438 unsigned int num_contexts;
1440 HWND win_handle;
1441 Window win;
1442 } IWineD3DSwapChainImpl;
1444 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1446 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1448 /*****************************************************************************
1449 * Utility function prototypes
1452 /* Trace routines */
1453 const char* debug_d3dformat(WINED3DFORMAT fmt);
1454 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1455 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1456 const char* debug_d3dusage(DWORD usage);
1457 const char* debug_d3dusagequery(DWORD usagequery);
1458 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1459 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1460 const char* debug_d3ddeclusage(BYTE usage);
1461 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1462 const char* debug_d3drenderstate(DWORD state);
1463 const char* debug_d3dsamplerstate(DWORD state);
1464 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1465 const char* debug_d3dtexturestate(DWORD state);
1466 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1467 const char* debug_d3dpool(WINED3DPOOL pool);
1468 const char *debug_fbostatus(GLenum status);
1469 const char *debug_glerror(GLenum error);
1470 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1471 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1473 /* Routines for GL <-> D3D values */
1474 GLenum StencilOp(DWORD op);
1475 GLenum CompareFunc(DWORD func);
1476 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1477 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1478 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1480 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1481 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1483 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1485 /* Math utils */
1486 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1488 /*****************************************************************************
1489 * To enable calling of inherited functions, requires prototypes
1491 * Note: Only require classes which are subclassed, ie resource, basetexture,
1493 /*** IUnknown methods ***/
1494 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1495 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1496 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1497 /*** IWineD3DResource methods ***/
1498 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1499 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1500 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1501 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1502 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1503 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1504 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1505 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1506 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1507 /*** class static members ***/
1508 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1510 /*** IUnknown methods ***/
1511 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1512 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1513 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1514 /*** IWineD3DResource methods ***/
1515 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1516 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1517 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1518 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1519 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1520 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1521 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1522 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1523 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1524 /*** IWineD3DBaseTexture methods ***/
1525 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1526 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1527 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1528 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1529 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1530 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1531 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1532 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1534 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1535 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1536 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1537 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1538 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1539 /*** class static members ***/
1540 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1542 struct SHADER_OPCODE_ARG;
1543 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1545 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1546 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1547 * used if the user is using GLSL shaders. */
1548 struct glsl_shader_prog_link {
1549 struct list vshader_entry;
1550 struct list pshader_entry;
1551 GLhandleARB programId;
1552 GLhandleARB *vuniformF_locations;
1553 GLhandleARB *puniformF_locations;
1554 GLhandleARB vshader;
1555 GLhandleARB pshader;
1558 typedef struct {
1559 GLhandleARB vshader;
1560 GLhandleARB pshader;
1561 } glsl_program_key_t;
1563 /* TODO: Make this dynamic, based on shader limits ? */
1564 #define MAX_REG_ADDR 1
1565 #define MAX_REG_TEMP 32
1566 #define MAX_REG_TEXCRD 8
1567 #define MAX_REG_INPUT 12
1568 #define MAX_REG_OUTPUT 12
1569 #define MAX_ATTRIBS 16
1570 #define MAX_CONST_I 16
1571 #define MAX_CONST_B 16
1573 /* FIXME: This needs to go up to 2048 for
1574 * Shader model 3 according to msdn (and for software shaders) */
1575 #define MAX_LABELS 16
1577 typedef struct semantic {
1578 DWORD usage;
1579 DWORD reg;
1580 } semantic;
1582 typedef struct local_constant {
1583 struct list entry;
1584 unsigned int idx;
1585 DWORD value[4];
1586 } local_constant;
1588 typedef struct shader_reg_maps {
1590 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1591 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1592 char address[MAX_REG_ADDR]; /* vertex */
1593 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1594 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1595 char attributes[MAX_ATTRIBS]; /* vertex */
1596 char labels[MAX_LABELS]; /* pixel, vertex */
1598 /* Sampler usage tokens
1599 * Use 0 as default (bit 31 is always 1 on a valid token) */
1600 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1601 char bumpmat;
1603 /* Whether or not a loop is used in this shader */
1604 char loop;
1606 /* Whether or not this shader uses fog */
1607 char fog;
1609 } shader_reg_maps;
1611 #define SHADER_PGMSIZE 65535
1612 typedef struct SHADER_BUFFER {
1613 char* buffer;
1614 unsigned int bsize;
1615 unsigned int lineNo;
1616 BOOL newline;
1617 } SHADER_BUFFER;
1619 /* Undocumented opcode controls */
1620 #define INST_CONTROLS_SHIFT 16
1621 #define INST_CONTROLS_MASK 0x00ff0000
1623 typedef enum COMPARISON_TYPE {
1624 COMPARISON_GT = 1,
1625 COMPARISON_EQ = 2,
1626 COMPARISON_GE = 3,
1627 COMPARISON_LT = 4,
1628 COMPARISON_NE = 5,
1629 COMPARISON_LE = 6
1630 } COMPARISON_TYPE;
1632 typedef struct SHADER_OPCODE {
1633 unsigned int opcode;
1634 const char* name;
1635 const char* glname;
1636 char dst_token;
1637 CONST UINT num_params;
1638 SHADER_HANDLER hw_fct;
1639 SHADER_HANDLER hw_glsl_fct;
1640 DWORD min_version;
1641 DWORD max_version;
1642 } SHADER_OPCODE;
1644 typedef struct SHADER_OPCODE_ARG {
1645 IWineD3DBaseShader* shader;
1646 shader_reg_maps* reg_maps;
1647 CONST SHADER_OPCODE* opcode;
1648 DWORD opcode_token;
1649 DWORD dst;
1650 DWORD dst_addr;
1651 DWORD predicate;
1652 DWORD src[4];
1653 DWORD src_addr[4];
1654 SHADER_BUFFER* buffer;
1655 } SHADER_OPCODE_ARG;
1657 typedef struct SHADER_LIMITS {
1658 unsigned int temporary;
1659 unsigned int texcoord;
1660 unsigned int sampler;
1661 unsigned int constant_int;
1662 unsigned int constant_float;
1663 unsigned int constant_bool;
1664 unsigned int address;
1665 unsigned int packed_output;
1666 unsigned int packed_input;
1667 unsigned int attributes;
1668 unsigned int label;
1669 } SHADER_LIMITS;
1671 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1672 maintain state information between multiple codes */
1673 typedef struct SHADER_PARSE_STATE {
1674 unsigned int current_row;
1675 DWORD texcoord_w[2];
1676 } SHADER_PARSE_STATE;
1678 /* Base Shader utility functions.
1679 * (may move callers into the same file in the future) */
1680 extern int shader_addline(
1681 SHADER_BUFFER* buffer,
1682 const char* fmt, ...);
1684 extern const SHADER_OPCODE* shader_get_opcode(
1685 IWineD3DBaseShader *iface,
1686 const DWORD code);
1688 extern void shader_delete_constant_list(
1689 struct list* clist);
1691 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1693 /* Vertex shader utility functions */
1694 extern BOOL vshader_get_input(
1695 IWineD3DVertexShader* iface,
1696 BYTE usage_req, BYTE usage_idx_req,
1697 unsigned int* regnum);
1699 extern BOOL vshader_input_is_color(
1700 IWineD3DVertexShader* iface,
1701 unsigned int regnum);
1703 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1705 /* ARB_[vertex/fragment]_program helper functions */
1706 extern void shader_arb_load_constants(
1707 IWineD3DDevice* device,
1708 char usePixelShader,
1709 char useVertexShader);
1711 /* ARB shader program Prototypes */
1712 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1714 /* ARB pixel shader prototypes */
1715 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1716 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1717 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1718 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1719 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1720 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1721 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1722 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1723 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1724 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1725 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1726 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1727 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1728 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1729 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1731 /* ARB vertex shader prototypes */
1732 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1733 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1734 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1736 /* GLSL helper functions */
1737 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1738 extern void shader_glsl_load_constants(
1739 IWineD3DDevice* device,
1740 char usePixelShader,
1741 char useVertexShader);
1743 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1744 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1745 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1746 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1747 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1748 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1749 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1750 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1751 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1752 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1753 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1754 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1755 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1756 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1757 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1758 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1759 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1760 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1761 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1762 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1763 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1764 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1765 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1766 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1767 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1768 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1769 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1770 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1771 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1772 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1773 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1774 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1775 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1776 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1778 /** GLSL Pixel Shader Prototypes */
1779 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1780 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1781 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_glsl_input_pack(
1800 SHADER_BUFFER* buffer,
1801 semantic* semantics_out);
1803 /** GLSL Vertex Shader Prototypes */
1804 extern void vshader_glsl_output_unpack(
1805 SHADER_BUFFER* buffer,
1806 semantic* semantics_out);
1808 /*****************************************************************************
1809 * IDirect3DBaseShader implementation structure
1811 typedef struct IWineD3DBaseShaderClass
1813 DWORD hex_version;
1814 SHADER_LIMITS limits;
1815 SHADER_PARSE_STATE parse_state;
1816 CONST SHADER_OPCODE *shader_ins;
1817 CONST DWORD *function;
1818 UINT functionLength;
1819 GLuint prgId;
1820 BOOL is_compiled;
1822 /* Type of shader backend */
1823 int shader_mode;
1825 /* Programs this shader is linked with */
1826 struct list linked_programs;
1828 /* Immediate constants (override global ones) */
1829 struct list constantsB;
1830 struct list constantsF;
1831 struct list constantsI;
1832 shader_reg_maps reg_maps;
1834 /* Pointer to the parent device */
1835 IWineD3DDevice *device;
1837 } IWineD3DBaseShaderClass;
1839 typedef struct IWineD3DBaseShaderImpl {
1840 /* IUnknown */
1841 const IWineD3DBaseShaderVtbl *lpVtbl;
1842 LONG ref;
1844 /* IWineD3DBaseShader */
1845 IWineD3DBaseShaderClass baseShader;
1846 } IWineD3DBaseShaderImpl;
1848 extern HRESULT shader_get_registers_used(
1849 IWineD3DBaseShader *iface,
1850 shader_reg_maps* reg_maps,
1851 semantic* semantics_in,
1852 semantic* semantics_out,
1853 CONST DWORD* pToken,
1854 IWineD3DStateBlockImpl *stateBlock);
1856 extern void shader_generate_glsl_declarations(
1857 IWineD3DBaseShader *iface,
1858 shader_reg_maps* reg_maps,
1859 SHADER_BUFFER* buffer,
1860 WineD3D_GL_Info* gl_info);
1862 extern void shader_generate_arb_declarations(
1863 IWineD3DBaseShader *iface,
1864 shader_reg_maps* reg_maps,
1865 SHADER_BUFFER* buffer,
1866 WineD3D_GL_Info* gl_info);
1868 extern void shader_generate_main(
1869 IWineD3DBaseShader *iface,
1870 SHADER_BUFFER* buffer,
1871 shader_reg_maps* reg_maps,
1872 CONST DWORD* pFunction);
1874 extern void shader_dump_ins_modifiers(
1875 const DWORD output);
1877 extern void shader_dump_param(
1878 IWineD3DBaseShader *iface,
1879 const DWORD param,
1880 const DWORD addr_token,
1881 int input);
1883 extern void shader_trace_init(
1884 IWineD3DBaseShader *iface,
1885 const DWORD* pFunction);
1887 extern int shader_get_param(
1888 IWineD3DBaseShader* iface,
1889 const DWORD* pToken,
1890 DWORD* param,
1891 DWORD* addr_token);
1893 extern int shader_skip_unrecognized(
1894 IWineD3DBaseShader* iface,
1895 const DWORD* pToken);
1897 extern void print_glsl_info_log(
1898 WineD3D_GL_Info *gl_info,
1899 GLhandleARB obj);
1901 static inline int shader_get_regtype(const DWORD param) {
1902 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1903 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1906 extern unsigned int shader_get_float_offset(const DWORD reg);
1908 static inline BOOL shader_is_pshader_version(DWORD token) {
1909 return 0xFFFF0000 == (token & 0xFFFF0000);
1912 static inline BOOL shader_is_vshader_version(DWORD token) {
1913 return 0xFFFE0000 == (token & 0xFFFF0000);
1916 static inline BOOL shader_is_comment(DWORD token) {
1917 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1920 /* TODO: vFace (ps_3_0) */
1921 static inline BOOL shader_is_scalar(DWORD param) {
1922 DWORD reg_type = shader_get_regtype(param);
1924 switch (reg_type) {
1925 case WINED3DSPR_RASTOUT:
1926 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1927 /* oFog & oPts */
1928 return TRUE;
1930 /* oPos */
1931 return FALSE;
1933 case WINED3DSPR_DEPTHOUT: /* oDepth */
1934 case WINED3DSPR_CONSTBOOL: /* b# */
1935 case WINED3DSPR_LOOP: /* aL */
1936 case WINED3DSPR_PREDICATE: /* p0 */
1937 return TRUE;
1939 default:
1940 return FALSE;
1944 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1945 * so upload them above that
1947 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1948 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1950 /*****************************************************************************
1951 * IDirect3DVertexShader implementation structure
1953 typedef struct IWineD3DVertexShaderImpl {
1954 /* IUnknown parts*/
1955 const IWineD3DVertexShaderVtbl *lpVtbl;
1956 LONG ref; /* Note: Ref counting not required */
1958 /* IWineD3DBaseShader */
1959 IWineD3DBaseShaderClass baseShader;
1961 /* IWineD3DVertexShaderImpl */
1962 IUnknown *parent;
1964 DWORD usage;
1966 /* Vertex shader input and output semantics */
1967 semantic semantics_in [MAX_ATTRIBS];
1968 semantic semantics_out [MAX_REG_OUTPUT];
1970 /* run time datas... */
1971 VSHADERDATA *data;
1972 #if 0 /* needs reworking */
1973 /* run time datas */
1974 VSHADERINPUTDATA input;
1975 VSHADEROUTPUTDATA output;
1976 #endif
1977 } IWineD3DVertexShaderImpl;
1978 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1979 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1981 /*****************************************************************************
1982 * IDirect3DPixelShader implementation structure
1984 typedef struct IWineD3DPixelShaderImpl {
1985 /* IUnknown parts */
1986 const IWineD3DPixelShaderVtbl *lpVtbl;
1987 LONG ref; /* Note: Ref counting not required */
1989 /* IWineD3DBaseShader */
1990 IWineD3DBaseShaderClass baseShader;
1992 /* IWineD3DPixelShaderImpl */
1993 IUnknown *parent;
1995 /* Pixel shader input semantics */
1996 semantic semantics_in [MAX_REG_INPUT];
1998 /* run time data */
1999 PSHADERDATA *data;
2001 /* Some information about the shader behavior */
2002 char needsbumpmat;
2003 UINT bumpenvmatconst;
2005 #if 0 /* needs reworking */
2006 PSHADERINPUTDATA input;
2007 PSHADEROUTPUTDATA output;
2008 #endif
2009 } IWineD3DPixelShaderImpl;
2011 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2012 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2014 /*****************************************************************************
2015 * IWineD3DPalette implementation structure
2017 struct IWineD3DPaletteImpl {
2018 /* IUnknown parts */
2019 const IWineD3DPaletteVtbl *lpVtbl;
2020 LONG ref;
2022 IUnknown *parent;
2023 IWineD3DDeviceImpl *wineD3DDevice;
2025 /* IWineD3DPalette */
2026 HPALETTE hpal;
2027 WORD palVersion; /*| */
2028 WORD palNumEntries; /*| LOGPALETTE */
2029 PALETTEENTRY palents[256]; /*| */
2030 /* This is to store the palette in 'screen format' */
2031 int screen_palents[256];
2032 DWORD Flags;
2035 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2036 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2038 /* DirectDraw utility functions */
2039 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2041 /*****************************************************************************
2042 * Pixel format management
2044 typedef struct {
2045 WINED3DFORMAT format;
2046 DWORD alphaMask, redMask, greenMask, blueMask;
2047 UINT bpp;
2048 BOOL isFourcc;
2049 } StaticPixelFormatDesc;
2051 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2052 WineD3D_GL_Info *gl_info,
2053 const GlPixelFormatDesc **glDesc);
2055 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2056 return (device->vs_selected_mode != SHADER_NONE
2057 && device->stateBlock->vertexShader
2058 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2059 && !device->strided_streams.u.s.position_transformed);
2062 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2063 return (device->ps_selected_mode != SHADER_NONE
2064 && device->stateBlock->pixelShader
2065 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2068 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2069 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2071 #endif