wined3d: Optimize render states in the stateblock.
[wine/wine-gecko.git] / dlls / wined3d / wined3d_private.h
blobb2fe14582075564794b3ebb85db0a819cbec91d6
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 HGLRC glCtx;
524 HWND win_handle;
525 HDC hdc;
526 HPBUFFERARB pbuffer;
527 BOOL isPBuffer;
530 typedef enum ContextUsage {
531 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
532 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
533 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
534 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
535 } ContextUsage;
537 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
538 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer);
539 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
540 void apply_fbo_state(IWineD3DDevice *iface);
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
553 /*****************************************************************************
554 * Internal representation of a light
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559 DWORD OriginalIndex;
560 LONG glIndex;
561 BOOL changed;
562 BOOL enabledChanged;
564 /* Converted parms to speed up swapping lights */
565 float lightPosn[4];
566 float lightDirn[4];
567 float exponent;
568 float cutoff;
570 struct list entry;
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
576 /* The adapter structure */
577 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
578 struct WineD3DAdapter
580 POINT monitorPoint;
581 WineD3D_GL_Info gl_info;
582 const char *driver;
583 const char *description;
584 int nCfgs;
587 extern BOOL InitAdapters(void);
588 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
590 /*****************************************************************************
591 * High order patch management
593 struct WineD3DRectPatch
595 UINT Handle;
596 float *mem;
597 WineDirect3DVertexStridedData strided;
598 WINED3DRECTPATCH_INFO RectPatchInfo;
599 float numSegs[4];
600 char has_normals, has_texcoords;
601 struct list entry;
604 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
606 /*****************************************************************************
607 * IWineD3D implementation structure
609 typedef struct IWineD3DImpl
611 /* IUnknown fields */
612 const IWineD3DVtbl *lpVtbl;
613 LONG ref; /* Note: Ref counting not required */
615 /* WineD3D Information */
616 IUnknown *parent;
617 UINT dxVersion;
618 } IWineD3DImpl;
620 extern const IWineD3DVtbl IWineD3D_Vtbl;
622 /* TODO: setup some flags in the registry to enable, disable pbuffer support
623 (since it will break quite a few things until contexts are managed properly!) */
624 extern BOOL pbuffer_support;
625 /* allocate one pbuffer per surface */
626 extern BOOL pbuffer_per_surface;
628 typedef struct ResourceList {
629 IWineD3DResource *resource;
630 struct ResourceList *next;
631 } ResourceList;
633 /* A helper function that dumps a resource list */
634 void dumpResources(ResourceList *resources);
636 /*****************************************************************************
637 * IWineD3DDevice implementation structure
639 struct IWineD3DDeviceImpl
641 /* IUnknown fields */
642 const IWineD3DDeviceVtbl *lpVtbl;
643 LONG ref; /* Note: Ref counting not required */
645 /* WineD3D Information */
646 IUnknown *parent;
647 IWineD3D *wineD3D;
648 struct WineD3DAdapter *adapter;
650 /* Window styles to restore when switching fullscreen mode */
651 LONG style;
652 LONG exStyle;
654 /* X and GL Information */
655 GLint maxConcurrentLights;
656 GLenum offscreenBuffer;
658 /* Selected capabilities */
659 int vs_selected_mode;
660 int ps_selected_mode;
661 const shader_backend_t *shader_backend;
662 hash_table_t *glsl_program_lookup;
664 /* To store */
665 BOOL view_ident; /* true iff view matrix is identity */
666 BOOL untransformed;
667 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
668 unsigned char surface_alignment; /* Line Alignment of surfaces */
670 /* State block related */
671 BOOL isRecordingState;
672 IWineD3DStateBlockImpl *stateBlock;
673 IWineD3DStateBlockImpl *updateStateBlock;
674 BOOL isInDraw;
676 /* Internal use fields */
677 WINED3DDEVICE_CREATION_PARAMETERS createParms;
678 UINT adapterNo;
679 WINED3DDEVTYPE devType;
681 IWineD3DSwapChain **swapchains;
682 UINT NumberOfSwapChains;
684 ResourceList *resources; /* a linked list to track resources created by the device */
686 /* Render Target Support */
687 IWineD3DSurface **render_targets;
688 IWineD3DSurface *depthStencilBuffer;
689 IWineD3DSurface **fbo_color_attachments;
690 IWineD3DSurface *fbo_depth_attachment;
692 IWineD3DSurface *stencilBufferTarget;
694 /* Caches to avoid unneeded context changes */
695 IWineD3DSurface *lastActiveRenderTarget;
696 IWineD3DSwapChain *lastActiveSwapChain;
698 /* palettes texture management */
699 PALETTEENTRY palettes[MAX_PALETTES][256];
700 UINT currentPalette;
702 /* For rendering to a texture using glCopyTexImage */
703 BOOL render_offscreen;
704 WINED3D_DEPTHCOPYSTATE depth_copy_state;
705 GLuint fbo;
706 GLuint src_fbo;
707 GLuint dst_fbo;
708 GLenum *draw_buffers;
710 /* Cursor management */
711 BOOL bCursorVisible;
712 UINT xHotSpot;
713 UINT yHotSpot;
714 UINT xScreenSpace;
715 UINT yScreenSpace;
716 UINT cursorWidth, cursorHeight;
717 GLuint cursorTexture;
718 BOOL haveHardwareCursor;
719 HCURSOR hardwareCursor;
721 /* Textures for when no other textures are mapped */
722 UINT dummyTextureName[MAX_TEXTURES];
724 /* Debug stream management */
725 BOOL debug;
727 /* Device state management */
728 HRESULT state;
729 BOOL d3d_initialized;
731 /* A flag to check for proper BeginScene / EndScene call pairs */
732 BOOL inScene;
734 /* process vertex shaders using software or hardware */
735 BOOL softwareVertexProcessing;
737 /* DirectDraw stuff */
738 HWND ddraw_window;
739 IWineD3DSurface *ddraw_primary;
740 DWORD ddraw_width, ddraw_height;
741 WINED3DFORMAT ddraw_format;
742 BOOL ddraw_fullscreen;
744 /* Final position fixup constant */
745 float posFixup[4];
747 /* With register combiners we can skip junk texture stages */
748 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
749 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
750 BOOL fixed_function_usage_map[MAX_TEXTURES];
752 /* Stream source management */
753 WineDirect3DVertexStridedData strided_streams;
754 WineDirect3DVertexStridedData *up_strided;
755 BOOL useDrawStridedSlow;
756 BOOL instancedDraw;
758 /* Context management */
759 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
760 WineD3DContext *activeContext;
761 DWORD lastThread;
762 UINT numContexts;
763 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
764 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
766 /* High level patch management */
767 #define PATCHMAP_SIZE 43
768 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
769 struct list patches[PATCHMAP_SIZE];
770 struct WineD3DRectPatch *currentPatch;
773 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
775 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
776 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
777 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
778 DWORD idx = state >> 5;
779 BYTE shift = state & 0x1f;
780 return context->isStateDirty[idx] & (1 << shift);
783 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
784 typedef struct PrivateData
786 struct list entry;
788 GUID tag;
789 DWORD flags; /* DDSPD_* */
790 DWORD uniqueness_value;
792 union
794 LPVOID data;
795 LPUNKNOWN object;
796 } ptr;
798 DWORD size;
799 } PrivateData;
801 /*****************************************************************************
802 * IWineD3DResource implementation structure
804 typedef struct IWineD3DResourceClass
806 /* IUnknown fields */
807 LONG ref; /* Note: Ref counting not required */
809 /* WineD3DResource Information */
810 IUnknown *parent;
811 WINED3DRESOURCETYPE resourceType;
812 IWineD3DDeviceImpl *wineD3DDevice;
813 WINED3DPOOL pool;
814 UINT size;
815 DWORD usage;
816 WINED3DFORMAT format;
817 BYTE *allocatedMemory;
818 struct list privateData;
820 } IWineD3DResourceClass;
822 typedef struct IWineD3DResourceImpl
824 /* IUnknown & WineD3DResource Information */
825 const IWineD3DResourceVtbl *lpVtbl;
826 IWineD3DResourceClass resource;
827 } IWineD3DResourceImpl;
830 /*****************************************************************************
831 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
833 typedef struct IWineD3DVertexBufferImpl
835 /* IUnknown & WineD3DResource Information */
836 const IWineD3DVertexBufferVtbl *lpVtbl;
837 IWineD3DResourceClass resource;
839 /* WineD3DVertexBuffer specifics */
840 DWORD fvf;
842 /* Vertex buffer object support */
843 GLuint vbo;
844 BYTE Flags;
845 LONG bindCount;
847 UINT dirtystart, dirtyend;
848 LONG lockcount;
850 LONG declChanges, draws;
851 /* Last description of the buffer */
852 WineDirect3DVertexStridedData strided;
853 } IWineD3DVertexBufferImpl;
855 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
857 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
858 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
859 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
860 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
861 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
863 /*****************************************************************************
864 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
866 typedef struct IWineD3DIndexBufferImpl
868 /* IUnknown & WineD3DResource Information */
869 const IWineD3DIndexBufferVtbl *lpVtbl;
870 IWineD3DResourceClass resource;
872 GLuint vbo;
873 UINT dirtystart, dirtyend;
874 LONG lockcount;
876 /* WineD3DVertexBuffer specifics */
877 } IWineD3DIndexBufferImpl;
879 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
881 /*****************************************************************************
882 * IWineD3DBaseTexture D3D- > openGL state map lookups
884 #define WINED3DFUNC_NOTSUPPORTED -2
885 #define WINED3DFUNC_UNIMPLEMENTED -1
887 typedef enum winetexturestates {
888 WINED3DTEXSTA_ADDRESSU = 0,
889 WINED3DTEXSTA_ADDRESSV = 1,
890 WINED3DTEXSTA_ADDRESSW = 2,
891 WINED3DTEXSTA_BORDERCOLOR = 3,
892 WINED3DTEXSTA_MAGFILTER = 4,
893 WINED3DTEXSTA_MINFILTER = 5,
894 WINED3DTEXSTA_MIPFILTER = 6,
895 WINED3DTEXSTA_MAXMIPLEVEL = 7,
896 WINED3DTEXSTA_MAXANISOTROPY = 8,
897 WINED3DTEXSTA_SRGBTEXTURE = 9,
898 WINED3DTEXSTA_ELEMENTINDEX = 10,
899 WINED3DTEXSTA_DMAPOFFSET = 11,
900 WINED3DTEXSTA_TSSADDRESSW = 12,
901 MAX_WINETEXTURESTATES = 13,
902 } winetexturestates;
904 typedef struct Wined3dTextureStateMap {
905 CONST int state;
906 int function;
907 } Wined3dTextureStateMap;
909 /*****************************************************************************
910 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
912 typedef struct IWineD3DBaseTextureClass
914 UINT levels;
915 BOOL dirty;
916 UINT textureName;
917 UINT LOD;
918 WINED3DTEXTUREFILTERTYPE filterType;
919 DWORD states[MAX_WINETEXTURESTATES];
920 LONG bindCount;
921 DWORD sampler;
922 BOOL is_srgb;
923 UINT srgb_mode_change_count;
924 } IWineD3DBaseTextureClass;
926 typedef struct IWineD3DBaseTextureImpl
928 /* IUnknown & WineD3DResource Information */
929 const IWineD3DBaseTextureVtbl *lpVtbl;
930 IWineD3DResourceClass resource;
931 IWineD3DBaseTextureClass baseTexture;
933 } IWineD3DBaseTextureImpl;
935 /*****************************************************************************
936 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
938 typedef struct IWineD3DTextureImpl
940 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
941 const IWineD3DTextureVtbl *lpVtbl;
942 IWineD3DResourceClass resource;
943 IWineD3DBaseTextureClass baseTexture;
945 /* IWineD3DTexture */
946 IWineD3DSurface *surfaces[MAX_LEVELS];
948 UINT width;
949 UINT height;
950 float pow2scalingFactorX;
951 float pow2scalingFactorY;
953 } IWineD3DTextureImpl;
955 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
957 /*****************************************************************************
958 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
960 typedef struct IWineD3DCubeTextureImpl
962 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
963 const IWineD3DCubeTextureVtbl *lpVtbl;
964 IWineD3DResourceClass resource;
965 IWineD3DBaseTextureClass baseTexture;
967 /* IWineD3DCubeTexture */
968 IWineD3DSurface *surfaces[6][MAX_LEVELS];
970 UINT edgeLength;
971 float pow2scalingFactor;
973 } IWineD3DCubeTextureImpl;
975 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
977 typedef struct _WINED3DVOLUMET_DESC
979 UINT Width;
980 UINT Height;
981 UINT Depth;
982 } WINED3DVOLUMET_DESC;
984 /*****************************************************************************
985 * IWineD3DVolume implementation structure (extends IUnknown)
987 typedef struct IWineD3DVolumeImpl
989 /* IUnknown & WineD3DResource fields */
990 const IWineD3DVolumeVtbl *lpVtbl;
991 IWineD3DResourceClass resource;
993 /* WineD3DVolume Information */
994 WINED3DVOLUMET_DESC currentDesc;
995 IWineD3DBase *container;
996 UINT bytesPerPixel;
998 BOOL lockable;
999 BOOL locked;
1000 WINED3DBOX lockedBox;
1001 WINED3DBOX dirtyBox;
1002 BOOL dirty;
1005 } IWineD3DVolumeImpl;
1007 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1009 /*****************************************************************************
1010 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1012 typedef struct IWineD3DVolumeTextureImpl
1014 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1015 const IWineD3DVolumeTextureVtbl *lpVtbl;
1016 IWineD3DResourceClass resource;
1017 IWineD3DBaseTextureClass baseTexture;
1019 /* IWineD3DVolumeTexture */
1020 IWineD3DVolume *volumes[MAX_LEVELS];
1022 UINT width;
1023 UINT height;
1024 UINT depth;
1025 } IWineD3DVolumeTextureImpl;
1027 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1029 typedef struct _WINED3DSURFACET_DESC
1031 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1032 DWORD MultiSampleQuality;
1033 UINT Width;
1034 UINT Height;
1035 } WINED3DSURFACET_DESC;
1037 /*****************************************************************************
1038 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1040 typedef struct wineD3DSurface_DIB {
1041 HBITMAP DIBsection;
1042 void* bitmap_data;
1043 HGDIOBJ holdbitmap;
1044 BOOL client_memory;
1045 } wineD3DSurface_DIB;
1047 typedef struct {
1048 struct list entry;
1049 GLuint id;
1050 UINT width;
1051 UINT height;
1052 } renderbuffer_entry_t;
1054 /*****************************************************************************
1055 * IWineD3DClipp implementation structure
1057 typedef struct IWineD3DClipperImpl
1059 const IWineD3DClipperVtbl *lpVtbl;
1060 LONG ref;
1062 IUnknown *Parent;
1063 HWND hWnd;
1064 } IWineD3DClipperImpl;
1067 /*****************************************************************************
1068 * IWineD3DSurface implementation structure
1070 struct IWineD3DSurfaceImpl
1072 /* IUnknown & IWineD3DResource Information */
1073 const IWineD3DSurfaceVtbl *lpVtbl;
1074 IWineD3DResourceClass resource;
1076 /* IWineD3DSurface fields */
1077 IWineD3DBase *container;
1078 WINED3DSURFACET_DESC currentDesc;
1079 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1080 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1082 UINT bytesPerPixel;
1084 /* TODO: move this off into a management class(maybe!) */
1085 DWORD Flags;
1087 UINT pow2Width;
1088 UINT pow2Height;
1090 /* Oversized texture */
1091 RECT glRect;
1093 #if 0
1094 /* precalculated x and y scalings for texture coords */
1095 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1096 float pow2scalingFactorY; /* = (Height / pow2Height) */
1097 #endif
1099 RECT lockedRect;
1100 RECT dirtyRect;
1101 int lockCount;
1102 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1104 glDescriptor glDescription;
1106 /* For GetDC */
1107 wineD3DSurface_DIB dib;
1108 HDC hDC;
1110 /* Color keys for DDraw */
1111 WINEDDCOLORKEY DestBltCKey;
1112 WINEDDCOLORKEY DestOverlayCKey;
1113 WINEDDCOLORKEY SrcOverlayCKey;
1114 WINEDDCOLORKEY SrcBltCKey;
1115 DWORD CKeyFlags;
1117 WINEDDCOLORKEY glCKey;
1119 struct list renderbuffers;
1120 renderbuffer_entry_t *current_renderbuffer;
1122 /* DirectDraw clippers */
1123 IWineD3DClipper *clipper;
1126 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1127 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1129 /* Predeclare the shared Surface functions */
1130 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1131 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1132 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1135 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1136 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1138 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1139 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1140 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1141 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1145 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1147 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1149 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1150 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1151 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1152 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1153 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1154 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1155 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1156 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1157 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1158 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1159 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1160 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1161 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1162 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1164 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1165 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1166 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1168 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1169 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1170 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1172 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1174 /* Surface flags: */
1175 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1176 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1177 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1178 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1179 #define SFLAG_DISCARD 0x00000010 /* ??? */
1180 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1181 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1182 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1183 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1184 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1185 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1186 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1187 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1188 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1189 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1190 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1191 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1192 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1194 /* In some conditions the surface memory must not be freed:
1195 * SFLAG_OVERSIZE: Not all data can be kept in GL
1196 * SFLAG_CONVERTED: Converting the data back would take too long
1197 * SFLAG_DIBSECTION: The dib code manages the memory
1198 * SFLAG_LOCKED: The app requires access to the surface data
1199 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1200 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1201 * SFLAG_CLIENT: OpenGL uses our memory as backup
1203 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1204 SFLAG_CONVERTED | \
1205 SFLAG_DIBSECTION | \
1206 SFLAG_LOCKED | \
1207 SFLAG_DYNLOCK | \
1208 SFLAG_DYNCHANGE | \
1209 SFLAG_USERPTR | \
1210 SFLAG_CLIENT)
1212 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1214 /*****************************************************************************
1215 * IWineD3DVertexDeclaration implementation structure
1217 typedef struct IWineD3DVertexDeclarationImpl {
1218 /* IUnknown Information */
1219 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1220 LONG ref;
1222 IUnknown *parent;
1223 IWineD3DDeviceImpl *wineD3DDevice;
1225 WINED3DVERTEXELEMENT *pDeclarationWine;
1226 UINT declarationWNumElements;
1228 DWORD streams[MAX_STREAMS];
1229 UINT num_streams;
1230 BOOL position_transformed;
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 struct list set_vconstantsF;
1287 struct list set_pconstantsF;
1289 /* Drawing - Vertex Shader or FVF related */
1290 DWORD fvf;
1291 /* Vertex Shader Declaration */
1292 IWineD3DVertexDeclaration *vertexDecl;
1294 IWineD3DVertexShader *vertexShader;
1296 /* Vertex Shader Constants */
1297 BOOL vertexShaderConstantB[MAX_CONST_B];
1298 INT vertexShaderConstantI[MAX_CONST_I * 4];
1299 float *vertexShaderConstantF;
1301 /* Stream Source */
1302 BOOL streamIsUP;
1303 UINT streamStride[MAX_STREAMS];
1304 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1305 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1306 UINT streamFreq[MAX_STREAMS + 1];
1307 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1309 /* Indices */
1310 IWineD3DIndexBuffer* pIndexData;
1311 UINT baseVertexIndex;
1312 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1314 /* Transform */
1315 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1317 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1318 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1319 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1320 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1321 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1323 /* Clipping */
1324 double clipplane[MAX_CLIPPLANES][4];
1325 WINED3DCLIPSTATUS clip_status;
1327 /* ViewPort */
1328 WINED3DVIEWPORT viewport;
1330 /* Material */
1331 WINED3DMATERIAL material;
1333 /* Pixel Shader */
1334 IWineD3DPixelShader *pixelShader;
1336 /* Pixel Shader Constants */
1337 BOOL pixelShaderConstantB[MAX_CONST_B];
1338 INT pixelShaderConstantI[MAX_CONST_I * 4];
1339 float *pixelShaderConstantF;
1341 /* RenderState */
1342 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1344 /* Texture */
1345 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1346 int textureDimensions[MAX_COMBINED_SAMPLERS];
1348 /* Texture State Stage */
1349 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1350 DWORD lowest_disabled_stage;
1351 /* Sampler States */
1352 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1354 /* Current GLSL Shader Program */
1355 struct glsl_shader_prog_link *glsl_program;
1357 /* Scissor test rectangle */
1358 RECT scissorRect;
1360 /* Contained state management */
1361 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1362 unsigned int num_contained_render_states;
1365 extern void stateblock_savedstates_set(
1366 IWineD3DStateBlock* iface,
1367 SAVEDSTATES* states,
1368 BOOL value);
1370 extern void stateblock_savedstates_copy(
1371 IWineD3DStateBlock* iface,
1372 SAVEDSTATES* dest,
1373 SAVEDSTATES* source);
1375 extern void stateblock_copy(
1376 IWineD3DStateBlock* destination,
1377 IWineD3DStateBlock* source);
1379 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1381 /*****************************************************************************
1382 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1384 typedef struct IWineD3DQueryImpl
1386 const IWineD3DQueryVtbl *lpVtbl;
1387 LONG ref; /* Note: Ref counting not required */
1389 IUnknown *parent;
1390 /*TODO: replace with iface usage */
1391 #if 0
1392 IWineD3DDevice *wineD3DDevice;
1393 #else
1394 IWineD3DDeviceImpl *wineD3DDevice;
1395 #endif
1397 /* IWineD3DQuery fields */
1398 WINED3DQUERYTYPE type;
1399 /* TODO: Think about using a IUnknown instead of a void* */
1400 void *extendedData;
1403 } IWineD3DQueryImpl;
1405 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1407 /* Datastructures for IWineD3DQueryImpl.extendedData */
1408 typedef struct WineQueryOcclusionData {
1409 GLuint queryId;
1410 } WineQueryOcclusionData;
1412 typedef struct WineQueryEventData {
1413 GLuint fenceId;
1414 } WineQueryEventData;
1416 /*****************************************************************************
1417 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1420 typedef struct IWineD3DSwapChainImpl
1422 /*IUnknown part*/
1423 const IWineD3DSwapChainVtbl *lpVtbl;
1424 LONG ref; /* Note: Ref counting not required */
1426 IUnknown *parent;
1427 IWineD3DDeviceImpl *wineD3DDevice;
1429 /* IWineD3DSwapChain fields */
1430 IWineD3DSurface **backBuffer;
1431 IWineD3DSurface *frontBuffer;
1432 BOOL wantsDepthStencilBuffer;
1433 WINED3DPRESENT_PARAMETERS presentParms;
1434 DWORD orig_width, orig_height;
1435 WINED3DFORMAT orig_fmt;
1437 long prev_time, frames; /* Performance tracking */
1438 unsigned int vSyncCounter;
1440 WineD3DContext **context; /* Later a array for multithreading */
1441 unsigned int num_contexts;
1443 HWND win_handle;
1444 } IWineD3DSwapChainImpl;
1446 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1448 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1450 /*****************************************************************************
1451 * Utility function prototypes
1454 /* Trace routines */
1455 const char* debug_d3dformat(WINED3DFORMAT fmt);
1456 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1457 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1458 const char* debug_d3dusage(DWORD usage);
1459 const char* debug_d3dusagequery(DWORD usagequery);
1460 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1461 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1462 const char* debug_d3ddeclusage(BYTE usage);
1463 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1464 const char* debug_d3drenderstate(DWORD state);
1465 const char* debug_d3dsamplerstate(DWORD state);
1466 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1467 const char* debug_d3dtexturestate(DWORD state);
1468 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1469 const char* debug_d3dpool(WINED3DPOOL pool);
1470 const char *debug_fbostatus(GLenum status);
1471 const char *debug_glerror(GLenum error);
1472 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1473 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1475 /* Routines for GL <-> D3D values */
1476 GLenum StencilOp(DWORD op);
1477 GLenum CompareFunc(DWORD func);
1478 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1479 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1480 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1482 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1483 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1485 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1486 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1488 /* Math utils */
1489 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1491 /*****************************************************************************
1492 * To enable calling of inherited functions, requires prototypes
1494 * Note: Only require classes which are subclassed, ie resource, basetexture,
1496 /*** IUnknown methods ***/
1497 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1498 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1499 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1500 /*** IWineD3DResource methods ***/
1501 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1502 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1503 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1504 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1505 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1506 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1507 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1508 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1509 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1510 /*** class static members ***/
1511 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1513 /*** IUnknown methods ***/
1514 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1515 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1516 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1517 /*** IWineD3DResource methods ***/
1518 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1519 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1520 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1521 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1522 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1523 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1524 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1525 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1526 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1527 /*** IWineD3DBaseTexture methods ***/
1528 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1529 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1530 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1531 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1532 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1533 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1534 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1535 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1537 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1538 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1539 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1540 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1541 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1542 /*** class static members ***/
1543 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1545 struct SHADER_OPCODE_ARG;
1546 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1548 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1549 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1550 * used if the user is using GLSL shaders. */
1551 struct glsl_shader_prog_link {
1552 struct list vshader_entry;
1553 struct list pshader_entry;
1554 GLhandleARB programId;
1555 GLhandleARB *vuniformF_locations;
1556 GLhandleARB *puniformF_locations;
1557 GLhandleARB vshader;
1558 GLhandleARB pshader;
1561 typedef struct {
1562 GLhandleARB vshader;
1563 GLhandleARB pshader;
1564 } glsl_program_key_t;
1566 /* TODO: Make this dynamic, based on shader limits ? */
1567 #define MAX_REG_ADDR 1
1568 #define MAX_REG_TEMP 32
1569 #define MAX_REG_TEXCRD 8
1570 #define MAX_REG_INPUT 12
1571 #define MAX_REG_OUTPUT 12
1572 #define MAX_ATTRIBS 16
1573 #define MAX_CONST_I 16
1574 #define MAX_CONST_B 16
1576 /* FIXME: This needs to go up to 2048 for
1577 * Shader model 3 according to msdn (and for software shaders) */
1578 #define MAX_LABELS 16
1580 typedef struct semantic {
1581 DWORD usage;
1582 DWORD reg;
1583 } semantic;
1585 typedef struct local_constant {
1586 struct list entry;
1587 unsigned int idx;
1588 DWORD value[4];
1589 } local_constant;
1591 typedef struct shader_reg_maps {
1593 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1594 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1595 char address[MAX_REG_ADDR]; /* vertex */
1596 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1597 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1598 char attributes[MAX_ATTRIBS]; /* vertex */
1599 char labels[MAX_LABELS]; /* pixel, vertex */
1601 /* Sampler usage tokens
1602 * Use 0 as default (bit 31 is always 1 on a valid token) */
1603 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1604 char bumpmat;
1606 /* Whether or not a loop is used in this shader */
1607 char loop;
1609 /* Whether or not this shader uses fog */
1610 char fog;
1612 } shader_reg_maps;
1614 #define SHADER_PGMSIZE 65535
1615 typedef struct SHADER_BUFFER {
1616 char* buffer;
1617 unsigned int bsize;
1618 unsigned int lineNo;
1619 BOOL newline;
1620 } SHADER_BUFFER;
1622 /* Undocumented opcode controls */
1623 #define INST_CONTROLS_SHIFT 16
1624 #define INST_CONTROLS_MASK 0x00ff0000
1626 typedef enum COMPARISON_TYPE {
1627 COMPARISON_GT = 1,
1628 COMPARISON_EQ = 2,
1629 COMPARISON_GE = 3,
1630 COMPARISON_LT = 4,
1631 COMPARISON_NE = 5,
1632 COMPARISON_LE = 6
1633 } COMPARISON_TYPE;
1635 typedef struct SHADER_OPCODE {
1636 unsigned int opcode;
1637 const char* name;
1638 const char* glname;
1639 char dst_token;
1640 CONST UINT num_params;
1641 SHADER_HANDLER hw_fct;
1642 SHADER_HANDLER hw_glsl_fct;
1643 DWORD min_version;
1644 DWORD max_version;
1645 } SHADER_OPCODE;
1647 typedef struct SHADER_OPCODE_ARG {
1648 IWineD3DBaseShader* shader;
1649 shader_reg_maps* reg_maps;
1650 CONST SHADER_OPCODE* opcode;
1651 DWORD opcode_token;
1652 DWORD dst;
1653 DWORD dst_addr;
1654 DWORD predicate;
1655 DWORD src[4];
1656 DWORD src_addr[4];
1657 SHADER_BUFFER* buffer;
1658 } SHADER_OPCODE_ARG;
1660 typedef struct SHADER_LIMITS {
1661 unsigned int temporary;
1662 unsigned int texcoord;
1663 unsigned int sampler;
1664 unsigned int constant_int;
1665 unsigned int constant_float;
1666 unsigned int constant_bool;
1667 unsigned int address;
1668 unsigned int packed_output;
1669 unsigned int packed_input;
1670 unsigned int attributes;
1671 unsigned int label;
1672 } SHADER_LIMITS;
1674 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1675 maintain state information between multiple codes */
1676 typedef struct SHADER_PARSE_STATE {
1677 unsigned int current_row;
1678 DWORD texcoord_w[2];
1679 } SHADER_PARSE_STATE;
1681 /* Base Shader utility functions.
1682 * (may move callers into the same file in the future) */
1683 extern int shader_addline(
1684 SHADER_BUFFER* buffer,
1685 const char* fmt, ...);
1687 extern const SHADER_OPCODE* shader_get_opcode(
1688 IWineD3DBaseShader *iface,
1689 const DWORD code);
1691 extern void shader_delete_constant_list(
1692 struct list* clist);
1694 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1696 /* Vertex shader utility functions */
1697 extern BOOL vshader_get_input(
1698 IWineD3DVertexShader* iface,
1699 BYTE usage_req, BYTE usage_idx_req,
1700 unsigned int* regnum);
1702 extern BOOL vshader_input_is_color(
1703 IWineD3DVertexShader* iface,
1704 unsigned int regnum);
1706 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1708 /* ARB_[vertex/fragment]_program helper functions */
1709 extern void shader_arb_load_constants(
1710 IWineD3DDevice* device,
1711 char usePixelShader,
1712 char useVertexShader);
1714 /* ARB shader program Prototypes */
1715 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1717 /* ARB pixel shader prototypes */
1718 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1719 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1720 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1721 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1722 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1723 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1724 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1725 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1726 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1727 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1728 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1729 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1730 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1731 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1732 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1734 /* ARB vertex shader prototypes */
1735 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1736 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1737 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1739 /* GLSL helper functions */
1740 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1741 extern void shader_glsl_load_constants(
1742 IWineD3DDevice* device,
1743 char usePixelShader,
1744 char useVertexShader);
1746 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1747 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1748 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1749 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1750 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1751 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1752 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1753 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1754 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1755 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1756 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1757 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1758 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1759 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1760 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1761 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1762 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1763 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1764 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1765 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1766 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1767 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1768 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1769 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1770 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1771 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1772 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1773 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1774 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1775 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1776 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1777 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1778 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1779 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1781 /** GLSL Pixel Shader Prototypes */
1782 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_glsl_input_pack(
1803 SHADER_BUFFER* buffer,
1804 semantic* semantics_out);
1806 /** GLSL Vertex Shader Prototypes */
1807 extern void vshader_glsl_output_unpack(
1808 SHADER_BUFFER* buffer,
1809 semantic* semantics_out);
1811 /*****************************************************************************
1812 * IDirect3DBaseShader implementation structure
1814 typedef struct IWineD3DBaseShaderClass
1816 DWORD hex_version;
1817 SHADER_LIMITS limits;
1818 SHADER_PARSE_STATE parse_state;
1819 CONST SHADER_OPCODE *shader_ins;
1820 CONST DWORD *function;
1821 UINT functionLength;
1822 GLuint prgId;
1823 BOOL is_compiled;
1825 /* Type of shader backend */
1826 int shader_mode;
1828 /* Programs this shader is linked with */
1829 struct list linked_programs;
1831 /* Immediate constants (override global ones) */
1832 struct list constantsB;
1833 struct list constantsF;
1834 struct list constantsI;
1835 shader_reg_maps reg_maps;
1837 /* Pointer to the parent device */
1838 IWineD3DDevice *device;
1840 } IWineD3DBaseShaderClass;
1842 typedef struct IWineD3DBaseShaderImpl {
1843 /* IUnknown */
1844 const IWineD3DBaseShaderVtbl *lpVtbl;
1845 LONG ref;
1847 /* IWineD3DBaseShader */
1848 IWineD3DBaseShaderClass baseShader;
1849 } IWineD3DBaseShaderImpl;
1851 extern HRESULT shader_get_registers_used(
1852 IWineD3DBaseShader *iface,
1853 shader_reg_maps* reg_maps,
1854 semantic* semantics_in,
1855 semantic* semantics_out,
1856 CONST DWORD* pToken,
1857 IWineD3DStateBlockImpl *stateBlock);
1859 extern void shader_generate_glsl_declarations(
1860 IWineD3DBaseShader *iface,
1861 shader_reg_maps* reg_maps,
1862 SHADER_BUFFER* buffer,
1863 WineD3D_GL_Info* gl_info);
1865 extern void shader_generate_arb_declarations(
1866 IWineD3DBaseShader *iface,
1867 shader_reg_maps* reg_maps,
1868 SHADER_BUFFER* buffer,
1869 WineD3D_GL_Info* gl_info);
1871 extern void shader_generate_main(
1872 IWineD3DBaseShader *iface,
1873 SHADER_BUFFER* buffer,
1874 shader_reg_maps* reg_maps,
1875 CONST DWORD* pFunction);
1877 extern void shader_dump_ins_modifiers(
1878 const DWORD output);
1880 extern void shader_dump_param(
1881 IWineD3DBaseShader *iface,
1882 const DWORD param,
1883 const DWORD addr_token,
1884 int input);
1886 extern void shader_trace_init(
1887 IWineD3DBaseShader *iface,
1888 const DWORD* pFunction);
1890 extern int shader_get_param(
1891 IWineD3DBaseShader* iface,
1892 const DWORD* pToken,
1893 DWORD* param,
1894 DWORD* addr_token);
1896 extern int shader_skip_unrecognized(
1897 IWineD3DBaseShader* iface,
1898 const DWORD* pToken);
1900 extern void print_glsl_info_log(
1901 WineD3D_GL_Info *gl_info,
1902 GLhandleARB obj);
1904 static inline int shader_get_regtype(const DWORD param) {
1905 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1906 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1909 extern unsigned int shader_get_float_offset(const DWORD reg);
1911 static inline BOOL shader_is_pshader_version(DWORD token) {
1912 return 0xFFFF0000 == (token & 0xFFFF0000);
1915 static inline BOOL shader_is_vshader_version(DWORD token) {
1916 return 0xFFFE0000 == (token & 0xFFFF0000);
1919 static inline BOOL shader_is_comment(DWORD token) {
1920 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1923 /* TODO: vFace (ps_3_0) */
1924 static inline BOOL shader_is_scalar(DWORD param) {
1925 DWORD reg_type = shader_get_regtype(param);
1927 switch (reg_type) {
1928 case WINED3DSPR_RASTOUT:
1929 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1930 /* oFog & oPts */
1931 return TRUE;
1933 /* oPos */
1934 return FALSE;
1936 case WINED3DSPR_DEPTHOUT: /* oDepth */
1937 case WINED3DSPR_CONSTBOOL: /* b# */
1938 case WINED3DSPR_LOOP: /* aL */
1939 case WINED3DSPR_PREDICATE: /* p0 */
1940 return TRUE;
1942 default:
1943 return FALSE;
1947 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1948 * so upload them above that
1950 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1951 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1953 /*****************************************************************************
1954 * IDirect3DVertexShader implementation structure
1956 typedef struct IWineD3DVertexShaderImpl {
1957 /* IUnknown parts*/
1958 const IWineD3DVertexShaderVtbl *lpVtbl;
1959 LONG ref; /* Note: Ref counting not required */
1961 /* IWineD3DBaseShader */
1962 IWineD3DBaseShaderClass baseShader;
1964 /* IWineD3DVertexShaderImpl */
1965 IUnknown *parent;
1967 DWORD usage;
1969 /* Vertex shader input and output semantics */
1970 semantic semantics_in [MAX_ATTRIBS];
1971 semantic semantics_out [MAX_REG_OUTPUT];
1973 /* run time datas... */
1974 VSHADERDATA *data;
1975 #if 0 /* needs reworking */
1976 /* run time datas */
1977 VSHADERINPUTDATA input;
1978 VSHADEROUTPUTDATA output;
1979 #endif
1980 } IWineD3DVertexShaderImpl;
1981 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1982 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1984 /*****************************************************************************
1985 * IDirect3DPixelShader implementation structure
1987 typedef struct IWineD3DPixelShaderImpl {
1988 /* IUnknown parts */
1989 const IWineD3DPixelShaderVtbl *lpVtbl;
1990 LONG ref; /* Note: Ref counting not required */
1992 /* IWineD3DBaseShader */
1993 IWineD3DBaseShaderClass baseShader;
1995 /* IWineD3DPixelShaderImpl */
1996 IUnknown *parent;
1998 /* Pixel shader input semantics */
1999 semantic semantics_in [MAX_REG_INPUT];
2001 /* run time data */
2002 PSHADERDATA *data;
2004 /* Some information about the shader behavior */
2005 char needsbumpmat;
2006 UINT bumpenvmatconst;
2008 #if 0 /* needs reworking */
2009 PSHADERINPUTDATA input;
2010 PSHADEROUTPUTDATA output;
2011 #endif
2012 } IWineD3DPixelShaderImpl;
2014 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2015 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2017 /*****************************************************************************
2018 * IWineD3DPalette implementation structure
2020 struct IWineD3DPaletteImpl {
2021 /* IUnknown parts */
2022 const IWineD3DPaletteVtbl *lpVtbl;
2023 LONG ref;
2025 IUnknown *parent;
2026 IWineD3DDeviceImpl *wineD3DDevice;
2028 /* IWineD3DPalette */
2029 HPALETTE hpal;
2030 WORD palVersion; /*| */
2031 WORD palNumEntries; /*| LOGPALETTE */
2032 PALETTEENTRY palents[256]; /*| */
2033 /* This is to store the palette in 'screen format' */
2034 int screen_palents[256];
2035 DWORD Flags;
2038 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2039 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2041 /* DirectDraw utility functions */
2042 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2044 /*****************************************************************************
2045 * Pixel format management
2047 typedef struct {
2048 WINED3DFORMAT format;
2049 DWORD alphaMask, redMask, greenMask, blueMask;
2050 UINT bpp;
2051 short depthSize, stencilSize;
2052 BOOL isFourcc;
2053 } StaticPixelFormatDesc;
2055 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2056 WineD3D_GL_Info *gl_info,
2057 const GlPixelFormatDesc **glDesc);
2059 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2060 return (device->vs_selected_mode != SHADER_NONE
2061 && device->stateBlock->vertexShader
2062 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2063 && !device->strided_streams.u.s.position_transformed);
2066 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2067 return (device->ps_selected_mode != SHADER_NONE
2068 && device->stateBlock->pixelShader
2069 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2072 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2073 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2075 #endif