rpcrt4: Implement NdrSimpleType{Marshall,Unmarshall}.
[wine/wine-gecko.git] / dlls / wined3d / wined3d_private.h
blob5fc88715827714df6f3bb9fecebabb22e2d3a92d
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 "d3d9.h"
41 #include "wined3d_private_types.h"
42 #include "ddraw.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
47 /* Device caps */
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74 typedef enum _WINELOOKUP {
75 WINELOOKUP_WARPPARAM = 0,
76 WINELOOKUP_MAGFILTER = 1,
77 MAX_LOOKUPS = 2
78 } WINELOOKUP;
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
84 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86 typedef struct _WINED3DGLTYPE {
87 int d3dType;
88 GLint size;
89 GLenum glType;
90 GLboolean normalized;
91 int typesize;
92 } WINED3DGLTYPE;
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
95 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
96 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
121 * Settings
123 #define VS_NONE 0
124 #define VS_HW 1
125 #define VS_SW 2
127 #define PS_NONE 0
128 #define PS_HW 1
130 #define VBO_NONE 0
131 #define VBO_HW 1
133 #define NP2_NONE 0
134 #define NP2_REPACK 1
135 #define NP2_NATIVE 2
137 #define ORM_BACKBUFFER 0
138 #define ORM_PBUFFER 1
139 #define ORM_FBO 2
141 #define SHADER_SW 0
142 #define SHADER_ARB 1
143 #define SHADER_GLSL 2
144 #define SHADER_NONE 3
146 #define RTL_DISABLE -1
147 #define RTL_AUTO 0
148 #define RTL_READDRAW 1
149 #define RTL_READTEX 2
150 #define RTL_TEXDRAW 3
151 #define RTL_TEXTEX 4
153 /* NOTE: When adding fields to this structure, make sure to update the default
154 * values in wined3d_main.c as well. */
155 typedef struct wined3d_settings_s {
156 /* vertex and pixel shader modes */
157 int vs_mode;
158 int ps_mode;
159 int vbo_mode;
160 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
161 we should use it. However, until it's fully implemented, we'll leave it as a registry
162 setting for developers. */
163 BOOL glslRequested;
164 /* nonpower 2 function */
165 int nonpower2_mode;
166 int offscreen_rendering_mode;
167 int rendertargetlock_mode;
168 /* Memory tracking and object counting */
169 unsigned int emulated_textureram;
170 } wined3d_settings_t;
172 extern wined3d_settings_t wined3d_settings;
174 /* Shader backends */
176 typedef struct {
177 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
178 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
179 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
180 void (*shader_cleanup)(BOOL usePS, BOOL useVS);
181 } shader_backend_t;
183 extern const shader_backend_t glsl_shader_backend;
184 extern const shader_backend_t arb_program_shader_backend;
185 extern const shader_backend_t none_shader_backend;
187 /* X11 locking */
189 extern void (*wine_tsx11_lock_ptr)(void);
190 extern void (*wine_tsx11_unlock_ptr)(void);
192 /* As GLX relies on X, this is needed */
193 extern int num_lock;
195 #if 0
196 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
197 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
198 #else
199 #define ENTER_GL() wine_tsx11_lock_ptr()
200 #define LEAVE_GL() wine_tsx11_unlock_ptr()
201 #endif
203 /*****************************************************************************
204 * Defines
207 /* GL related defines */
208 /* ------------------ */
209 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
210 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
211 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
212 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
214 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
215 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
216 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
217 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
219 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
220 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
224 #define D3DCOLORTOGLFLOAT4(dw, vec) \
225 (vec)[0] = D3DCOLOR_R(dw); \
226 (vec)[1] = D3DCOLOR_G(dw); \
227 (vec)[2] = D3DCOLOR_B(dw); \
228 (vec)[3] = D3DCOLOR_A(dw);
230 /* DirectX Device Limits */
231 /* --------------------- */
232 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
234 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
235 See MaxStreams in MSDN under GetDeviceCaps */
236 /* Maximum number of constants provided to the shaders */
237 #define HIGHEST_TRANSFORMSTATE 512
238 /* Highest value in WINED3DTRANSFORMSTATETYPE */
239 #define MAX_PALETTES 256
241 /* Checking of API calls */
242 /* --------------------- */
243 #define checkGLcall(A) \
245 GLint err = glGetError(); \
246 if (err == GL_NO_ERROR) { \
247 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
249 } else do { \
250 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
251 err, A, __FILE__, __LINE__); \
252 err = glGetError(); \
253 } while (err != GL_NO_ERROR); \
256 /* Trace routines / diagnostics */
257 /* ---------------------------- */
259 /* Dump out a matrix and copy it */
260 #define conv_mat(mat,gl_mat) \
261 do { \
262 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
263 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
264 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
265 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
266 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
267 } while (0)
269 /* Macro to dump out the current state of the light chain */
270 #define DUMP_LIGHT_CHAIN() \
272 PLIGHTINFOEL *el = This->stateBlock->lights;\
273 while (el) { \
274 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
275 el = el->next; \
279 /* Trace vector and strided data information */
280 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
281 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
283 /* Defines used for optimizations */
285 /* Only reapply what is necessary */
286 #define REAPPLY_ALPHAOP 0x0001
287 #define REAPPLY_ALL 0xFFFF
289 /* Advance declaration of structures to satisfy compiler */
290 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
291 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
292 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
294 /* Tracking */
296 /* TODO: Move some of this to the device */
297 long globalChangeGlRam(long glram);
299 /* Memory and object tracking */
301 /*Structure for holding information on all direct3d objects
302 useful for making sure tracking is ok and when release is called on a device!
303 and probably quite handy for debugging and dumping states out
305 typedef struct WineD3DGlobalStatistics {
306 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
307 } WineD3DGlobalStatistics;
309 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
311 /* Global variables */
312 extern const float identity[16];
314 /*****************************************************************************
315 * Compilable extra diagnostics
318 /* Trace information per-vertex: (extremely high amount of trace) */
319 #if 0 /* NOTE: Must be 0 in cvs */
320 # define VTRACE(A) TRACE A
321 #else
322 # define VTRACE(A)
323 #endif
325 /* Checking of per-vertex related GL calls */
326 /* --------------------- */
327 #define vcheckGLcall(A) \
329 GLint err = glGetError(); \
330 if (err == GL_NO_ERROR) { \
331 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333 } else do { \
334 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
335 err, A, __FILE__, __LINE__); \
336 err = glGetError(); \
337 } while (err != GL_NO_ERROR); \
340 /* TODO: Confirm each of these works when wined3d move completed */
341 #if 0 /* NOTE: Must be 0 in cvs */
342 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
343 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
344 is enabled, and if it doesn't exist it is disabled. */
345 # define FRAME_DEBUGGING
346 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
347 the file is deleted */
348 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
349 # define SINGLE_FRAME_DEBUGGING
350 # endif
351 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
352 It can only be enabled when FRAME_DEBUGGING is also enabled
353 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
354 array is drawn. */
355 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
356 # define SHOW_FRAME_MAKEUP 1
357 # endif
358 /* The following, when enabled, lets you see the makeup of the all the textures used during each
359 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
360 The contents of the textures assigned to each stage are written into
361 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
362 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
363 # define SHOW_TEXTURE_MAKEUP 0
364 # endif
365 extern BOOL isOn;
366 extern BOOL isDumpingFrames;
367 extern LONG primCounter;
368 #endif
370 /*****************************************************************************
371 * Prototypes
374 /* Routine common to the draw primitive and draw indexed primitive routines */
375 void drawPrimitive(IWineD3DDevice *iface,
376 int PrimitiveType,
377 long NumPrimitives,
378 /* for Indexed: */
379 long StartVertexIndex,
380 UINT numberOfVertices,
381 long StartIdx,
382 short idxBytes,
383 const void *idxData,
384 int minIndex);
386 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
388 void primitiveDeclarationConvertToStridedData(
389 IWineD3DDevice *iface,
390 BOOL useVertexShaderFunction,
391 WineDirect3DVertexStridedData *strided,
392 BOOL *fixup);
394 void primitiveConvertFVFtoOffset(DWORD thisFVF,
395 DWORD stride,
396 BYTE *data,
397 WineDirect3DVertexStridedData *strided,
398 GLint streamVBO,
399 UINT streamNo);
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
403 #define eps 1e-8
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
439 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
444 #define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
446 struct StateEntry
448 DWORD representative;
449 APPLYSTATEFUNC apply;
452 /* Global state table */
453 extern const struct StateEntry StateTable[];
455 /* Routine to fill gl caps for swapchains and IWineD3D */
456 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
458 /* Macros for doing basic GPU detection based on opengl capabilities */
459 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
460 #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])
461 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
462 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
464 /* Default callbacks for implicit object destruction */
465 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
467 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
469 /*****************************************************************************
470 * Internal representation of a light
472 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
473 struct PLIGHTINFOEL {
474 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
475 DWORD OriginalIndex;
476 LONG glIndex;
477 BOOL lightEnabled;
478 BOOL changed;
479 BOOL enabledChanged;
481 /* Converted parms to speed up swapping lights */
482 float lightPosn[4];
483 float lightDirn[4];
484 float exponent;
485 float cutoff;
487 PLIGHTINFOEL *next;
488 PLIGHTINFOEL *prev;
491 /* The default light parameters */
492 extern const WINED3DLIGHT WINED3D_default_light;
494 /*****************************************************************************
495 * IWineD3D implementation structure
497 typedef struct IWineD3DImpl
499 /* IUnknown fields */
500 const IWineD3DVtbl *lpVtbl;
501 LONG ref; /* Note: Ref counting not required */
503 /* WineD3D Information */
504 IUnknown *parent;
505 UINT dxVersion;
507 /* GL Information */
508 BOOL isGLInfoValid;
509 WineD3D_GL_Info gl_info;
510 } IWineD3DImpl;
512 extern const IWineD3DVtbl IWineD3D_Vtbl;
514 /** Hacked out start of a context manager!! **/
515 typedef struct glContext {
516 int Width;
517 int Height;
518 int usedcount;
519 GLXContext context;
521 Drawable drawable;
522 IWineD3DSurface *pSurface;
523 #if 0 /* TODO: someway to represent the state of the context */
524 IWineD3DStateBlock *pStateBlock;
525 #endif
526 /* a few other things like format */
527 } glContext;
529 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
530 (since it will break quite a few things until contexts are managed properly!) */
531 extern BOOL pbuffer_support;
532 /* allocate one pbuffer per surface */
533 extern BOOL pbuffer_per_surface;
535 /* Maximum number of contexts/pbuffers to keep in cache,
536 set to 100 because ATI's drivers don't support deleting pBuffers properly
537 this needs to be migrated to a list and some option availalbe for controle the cache size.
539 #define CONTEXT_CACHE 100
541 typedef struct ResourceList {
542 IWineD3DResource *resource;
543 struct ResourceList *next;
544 } ResourceList;
546 /* A helper function that dumps a resource list */
547 void dumpResources(ResourceList *resources);
549 /*****************************************************************************
550 * IWineD3DDevice implementation structure
552 typedef struct IWineD3DDeviceImpl
554 /* IUnknown fields */
555 const IWineD3DDeviceVtbl *lpVtbl;
556 LONG ref; /* Note: Ref counting not required */
558 /* WineD3D Information */
559 IUnknown *parent;
560 IWineD3D *wineD3D;
562 /* Window styles to restore when switching fullscreen mode */
563 LONG style;
564 LONG exStyle;
566 /* X and GL Information */
567 GLint maxConcurrentLights;
569 /* Selected capabilities */
570 int vs_selected_mode;
571 int ps_selected_mode;
572 const shader_backend_t *shader_backend;
574 /* Optimization */
575 BOOL view_ident; /* true iff view matrix is identity */
576 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
577 GLenum tracking_parm; /* Which source is tracking current colour */
578 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
579 #define DISABLED_TRACKING 0 /* Disabled */
580 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
581 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
582 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
583 BOOL last_was_notclipped;
584 BOOL untransformed;
585 BOOL last_was_pshader;
586 BOOL last_was_vshader;
587 BOOL last_was_foggy_shader;
588 BOOL namedArraysLoaded, numberedArraysLoaded;
589 BOOL lastWasPow2Texture[MAX_TEXTURES];
591 /* State block related */
592 BOOL isRecordingState;
593 IWineD3DStateBlockImpl *stateBlock;
594 IWineD3DStateBlockImpl *updateStateBlock;
595 BOOL isInDraw;
597 /* Internal use fields */
598 WINED3DDEVICE_CREATION_PARAMETERS createParms;
599 UINT adapterNo;
600 WINED3DDEVTYPE devType;
602 IWineD3DSwapChain **swapchains;
603 uint NumberOfSwapChains;
605 ResourceList *resources; /* a linked list to track resources created by the device */
607 /* Render Target Support */
608 IWineD3DSurface **render_targets;
609 IWineD3DSurface *depthStencilBuffer;
611 IWineD3DSurface *stencilBufferTarget;
613 /* palettes texture management */
614 PALETTEENTRY palettes[MAX_PALETTES][256];
615 UINT currentPalette;
617 /* For rendering to a texture using glCopyTexImage */
618 BOOL render_offscreen;
619 WINED3D_DEPTHCOPYSTATE depth_copy_state;
620 GLuint fbo;
621 GLenum *draw_buffers;
623 /* Cursor management */
624 BOOL bCursorVisible;
625 UINT xHotSpot;
626 UINT yHotSpot;
627 UINT xScreenSpace;
628 UINT yScreenSpace;
629 UINT cursorWidth, cursorHeight;
630 GLuint cursorTexture;
632 /* Textures for when no other textures are mapped */
633 UINT dummyTextureName[MAX_TEXTURES];
635 /* Debug stream management */
636 BOOL debug;
638 /* Device state management */
639 HRESULT state;
640 BOOL d3d_initialized;
642 /* Screen buffer resources */
643 glContext contextCache[CONTEXT_CACHE];
645 /* A flag to check if endscene has been called before changing the render tartet */
646 BOOL sceneEnded;
648 /* process vertex shaders using software or hardware */
649 BOOL softwareVertexProcessing;
651 /* DirectDraw stuff */
652 HWND ddraw_window;
653 IWineD3DSurface *ddraw_primary;
654 DWORD ddraw_width, ddraw_height;
655 WINED3DFORMAT ddraw_format;
656 BOOL ddraw_fullscreen;
658 /* List of GLSL shader programs and their associated vertex & pixel shaders */
659 struct list glsl_shader_progs;
662 /* Final position fixup constant */
663 float posFixup[4];
665 /* State dirtification
666 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
667 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
668 * 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
669 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
671 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
672 DWORD numDirtyEntries;
673 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
675 /* With register combiners we can skip junk texture stages */
676 DWORD texUnitMap[MAX_SAMPLERS];
677 BOOL oneToOneTexUnitMap;
679 /* Stream source management */
680 WineDirect3DVertexStridedData strided_streams;
681 WineDirect3DVertexStridedData *up_strided;
682 BOOL useDrawStridedSlow;
684 } IWineD3DDeviceImpl;
686 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
688 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
689 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
690 DWORD idx = state >> 5;
691 BYTE shift = state & 0x1f;
692 return This->isStateDirty[idx] & (1 << shift);
695 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
696 * anybody uses it for much so a good implementation is optional. */
697 typedef struct PrivateData
699 struct PrivateData* next;
701 GUID tag;
702 DWORD flags; /* DDSPD_* */
703 DWORD uniqueness_value;
705 union
707 LPVOID data;
708 LPUNKNOWN object;
709 } ptr;
711 DWORD size;
712 } PrivateData;
714 /*****************************************************************************
715 * IWineD3DResource implementation structure
717 typedef struct IWineD3DResourceClass
719 /* IUnknown fields */
720 LONG ref; /* Note: Ref counting not required */
722 /* WineD3DResource Information */
723 IUnknown *parent;
724 WINED3DRESOURCETYPE resourceType;
725 IWineD3DDeviceImpl *wineD3DDevice;
726 WINED3DPOOL pool;
727 UINT size;
728 DWORD usage;
729 WINED3DFORMAT format;
730 BYTE *allocatedMemory;
731 PrivateData *privateData;
733 } IWineD3DResourceClass;
735 typedef struct IWineD3DResourceImpl
737 /* IUnknown & WineD3DResource Information */
738 const IWineD3DResourceVtbl *lpVtbl;
739 IWineD3DResourceClass resource;
740 } IWineD3DResourceImpl;
743 /*****************************************************************************
744 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
746 typedef struct IWineD3DVertexBufferImpl
748 /* IUnknown & WineD3DResource Information */
749 const IWineD3DVertexBufferVtbl *lpVtbl;
750 IWineD3DResourceClass resource;
752 /* WineD3DVertexBuffer specifics */
753 DWORD fvf;
755 /* Vertex buffer object support */
756 GLuint vbo;
757 BYTE Flags;
758 LONG bindCount;
760 UINT dirtystart, dirtyend;
761 LONG lockcount;
763 LONG declChanges, draws;
764 /* Last description of the buffer */
765 WineDirect3DVertexStridedData strided;
766 } IWineD3DVertexBufferImpl;
768 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
770 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
771 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
772 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
773 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
774 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
776 /*****************************************************************************
777 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
779 typedef struct IWineD3DIndexBufferImpl
781 /* IUnknown & WineD3DResource Information */
782 const IWineD3DIndexBufferVtbl *lpVtbl;
783 IWineD3DResourceClass resource;
785 /* WineD3DVertexBuffer specifics */
786 } IWineD3DIndexBufferImpl;
788 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
790 /*****************************************************************************
791 * IWineD3DBaseTexture D3D- > openGL state map lookups
793 #define WINED3DFUNC_NOTSUPPORTED -2
794 #define WINED3DFUNC_UNIMPLEMENTED -1
796 typedef enum winetexturestates {
797 WINED3DTEXSTA_ADDRESSU = 0,
798 WINED3DTEXSTA_ADDRESSV = 1,
799 WINED3DTEXSTA_ADDRESSW = 2,
800 WINED3DTEXSTA_BORDERCOLOR = 3,
801 WINED3DTEXSTA_MAGFILTER = 4,
802 WINED3DTEXSTA_MINFILTER = 5,
803 WINED3DTEXSTA_MIPFILTER = 6,
804 WINED3DTEXSTA_MAXMIPLEVEL = 7,
805 WINED3DTEXSTA_MAXANISOTROPY = 8,
806 WINED3DTEXSTA_SRGBTEXTURE = 9,
807 WINED3DTEXSTA_ELEMENTINDEX = 10,
808 WINED3DTEXSTA_DMAPOFFSET = 11,
809 WINED3DTEXSTA_TSSADDRESSW = 12,
810 MAX_WINETEXTURESTATES = 13,
811 } winetexturestates;
813 typedef struct Wined3dTextureStateMap {
814 CONST int state;
815 int function;
816 } Wined3dTextureStateMap;
818 /*****************************************************************************
819 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
821 typedef struct IWineD3DBaseTextureClass
823 UINT levels;
824 BOOL dirty;
825 WINED3DFORMAT format;
826 DWORD usage;
827 UINT textureName;
828 UINT LOD;
829 WINED3DTEXTUREFILTERTYPE filterType;
830 DWORD states[MAX_WINETEXTURESTATES];
831 LONG bindCount;
832 DWORD sampler;
833 } IWineD3DBaseTextureClass;
835 typedef struct IWineD3DBaseTextureImpl
837 /* IUnknown & WineD3DResource Information */
838 const IWineD3DBaseTextureVtbl *lpVtbl;
839 IWineD3DResourceClass resource;
840 IWineD3DBaseTextureClass baseTexture;
842 } IWineD3DBaseTextureImpl;
844 /*****************************************************************************
845 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
847 typedef struct IWineD3DTextureImpl
849 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
850 const IWineD3DTextureVtbl *lpVtbl;
851 IWineD3DResourceClass resource;
852 IWineD3DBaseTextureClass baseTexture;
854 /* IWineD3DTexture */
855 IWineD3DSurface *surfaces[MAX_LEVELS];
857 UINT width;
858 UINT height;
859 float pow2scalingFactorX;
860 float pow2scalingFactorY;
862 } IWineD3DTextureImpl;
864 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
866 /*****************************************************************************
867 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
869 typedef struct IWineD3DCubeTextureImpl
871 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
872 const IWineD3DCubeTextureVtbl *lpVtbl;
873 IWineD3DResourceClass resource;
874 IWineD3DBaseTextureClass baseTexture;
876 /* IWineD3DCubeTexture */
877 IWineD3DSurface *surfaces[6][MAX_LEVELS];
879 UINT edgeLength;
880 float pow2scalingFactor;
882 } IWineD3DCubeTextureImpl;
884 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
886 typedef struct _WINED3DVOLUMET_DESC
888 UINT Width;
889 UINT Height;
890 UINT Depth;
891 } WINED3DVOLUMET_DESC;
893 /*****************************************************************************
894 * IWineD3DVolume implementation structure (extends IUnknown)
896 typedef struct IWineD3DVolumeImpl
898 /* IUnknown & WineD3DResource fields */
899 const IWineD3DVolumeVtbl *lpVtbl;
900 IWineD3DResourceClass resource;
902 /* WineD3DVolume Information */
903 WINED3DVOLUMET_DESC currentDesc;
904 IWineD3DBase *container;
905 UINT bytesPerPixel;
907 BOOL lockable;
908 BOOL locked;
909 WINED3DBOX lockedBox;
910 WINED3DBOX dirtyBox;
911 BOOL dirty;
914 } IWineD3DVolumeImpl;
916 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
918 /*****************************************************************************
919 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
921 typedef struct IWineD3DVolumeTextureImpl
923 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
924 const IWineD3DVolumeTextureVtbl *lpVtbl;
925 IWineD3DResourceClass resource;
926 IWineD3DBaseTextureClass baseTexture;
928 /* IWineD3DVolumeTexture */
929 IWineD3DVolume *volumes[MAX_LEVELS];
931 UINT width;
932 UINT height;
933 UINT depth;
934 } IWineD3DVolumeTextureImpl;
936 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
938 typedef struct _WINED3DSURFACET_DESC
940 WINED3DMULTISAMPLE_TYPE MultiSampleType;
941 DWORD MultiSampleQuality;
942 UINT Width;
943 UINT Height;
944 } WINED3DSURFACET_DESC;
946 /*****************************************************************************
947 * Structure for DIB Surfaces (GetDC and GDI surfaces)
949 typedef struct wineD3DSurface_DIB {
950 HBITMAP DIBsection;
951 void* bitmap_data;
952 HGDIOBJ holdbitmap;
953 BOOL client_memory;
954 } wineD3DSurface_DIB;
956 /*****************************************************************************
957 * IWineD3DSurface implementation structure
959 struct IWineD3DSurfaceImpl
961 /* IUnknown & IWineD3DResource Information */
962 const IWineD3DSurfaceVtbl *lpVtbl;
963 IWineD3DResourceClass resource;
965 /* IWineD3DSurface fields */
966 IWineD3DBase *container;
967 WINED3DSURFACET_DESC currentDesc;
968 IWineD3DPaletteImpl *palette;
970 UINT bytesPerPixel;
972 /* TODO: move this off into a management class(maybe!) */
973 DWORD Flags;
975 UINT pow2Width;
976 UINT pow2Height;
977 UINT pow2Size;
979 /* Oversized texture */
980 RECT glRect;
982 #if 0
983 /* precalculated x and y scalings for texture coords */
984 float pow2scalingFactorX; /* = (Width / pow2Width ) */
985 float pow2scalingFactorY; /* = (Height / pow2Height) */
986 #endif
988 RECT lockedRect;
989 RECT dirtyRect;
990 int lockCount;
991 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
993 glDescriptor glDescription;
995 /* For GetDC */
996 wineD3DSurface_DIB dib;
997 HDC hDC;
999 /* Color keys for DDraw */
1000 DDCOLORKEY DestBltCKey;
1001 DDCOLORKEY DestOverlayCKey;
1002 DDCOLORKEY SrcOverlayCKey;
1003 DDCOLORKEY SrcBltCKey;
1004 DWORD CKeyFlags;
1006 DDCOLORKEY glCKey;
1009 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1010 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1012 /* Predeclare the shared Surface functions */
1013 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1014 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1015 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1016 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1017 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1018 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1019 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1020 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1021 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1022 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1023 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1024 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1030 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1032 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1034 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1035 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1036 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1037 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
1039 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1040 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1041 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1042 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1043 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1044 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1047 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1048 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1049 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1050 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1051 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1052 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1053 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1054 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1056 /* Surface flags: */
1057 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1058 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1059 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1060 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1061 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1062 #define SFLAG_DISCARD 0x00000020 /* ??? */
1063 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1064 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
1065 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
1066 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
1067 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1068 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1069 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1070 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
1071 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
1072 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
1073 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
1074 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
1075 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
1077 /* In some conditions the surface memory must not be freed:
1078 * SFLAG_OVERSIZE: Not all data can be kept in GL
1079 * SFLAG_CONVERTED: Converting the data back would take too long
1080 * SFLAG_DIBSECTION: The dib code manages the memory
1081 * SFLAG_DIRTY: GL surface isn't up to date
1082 * SFLAG_LOCKED: The app requires access to the surface data
1083 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1084 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1085 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1087 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1088 SFLAG_CONVERTED | \
1089 SFLAG_DIBSECTION | \
1090 SFLAG_DIRTY | \
1091 SFLAG_LOCKED | \
1092 SFLAG_ACTIVELOCK | \
1093 SFLAG_DYNLOCK | \
1094 SFLAG_DYNCHANGE | \
1095 SFLAG_USERPTR)
1097 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1099 /* Alignment of the pitch */
1100 #define SURFACE_ALIGNMENT 4
1102 /*****************************************************************************
1103 * IWineD3DVertexDeclaration implementation structure
1105 typedef struct IWineD3DVertexDeclarationImpl {
1106 /* IUnknown Information */
1107 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1108 LONG ref; /* Note: Ref counting not required */
1110 IUnknown *parent;
1111 /** precomputed fvf if simple declaration */
1112 IWineD3DDeviceImpl *wineD3DDevice;
1113 DWORD fvf[MAX_STREAMS];
1114 DWORD allFVF;
1116 /** dx8 compatible Declaration fields */
1117 DWORD* pDeclaration8;
1118 DWORD declaration8Length;
1120 /** dx9+ */
1121 D3DVERTEXELEMENT9 *pDeclaration9;
1122 UINT declaration9NumElements;
1124 WINED3DVERTEXELEMENT *pDeclarationWine;
1125 UINT declarationWNumElements;
1127 float *constants;
1129 } IWineD3DVertexDeclarationImpl;
1131 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1133 /*****************************************************************************
1134 * IWineD3DStateBlock implementation structure
1137 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1138 /* Note: Very long winded but gl Lists are not flexible enough */
1139 /* to resolve everything we need, so doing it manually for now */
1140 typedef struct SAVEDSTATES {
1141 BOOL indices;
1142 BOOL material;
1143 BOOL fvf;
1144 BOOL streamSource[MAX_STREAMS];
1145 BOOL streamFreq[MAX_STREAMS];
1146 BOOL textures[MAX_SAMPLERS];
1147 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1148 BOOL viewport;
1149 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1150 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1151 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1152 BOOL clipplane[MAX_CLIPPLANES];
1153 BOOL vertexDecl;
1154 BOOL pixelShader;
1155 BOOL pixelShaderConstantsB[MAX_CONST_B];
1156 BOOL pixelShaderConstantsI[MAX_CONST_I];
1157 BOOL *pixelShaderConstantsF;
1158 BOOL vertexShader;
1159 BOOL vertexShaderConstantsB[MAX_CONST_B];
1160 BOOL vertexShaderConstantsI[MAX_CONST_I];
1161 BOOL *vertexShaderConstantsF;
1162 BOOL scissorRect;
1163 } SAVEDSTATES;
1165 typedef struct {
1166 struct list entry;
1167 int idx;
1168 } constant_entry;
1170 struct IWineD3DStateBlockImpl
1172 /* IUnknown fields */
1173 const IWineD3DStateBlockVtbl *lpVtbl;
1174 LONG ref; /* Note: Ref counting not required */
1176 /* IWineD3DStateBlock information */
1177 IUnknown *parent;
1178 IWineD3DDeviceImpl *wineD3DDevice;
1179 WINED3DSTATEBLOCKTYPE blockType;
1181 /* Array indicating whether things have been set or changed */
1182 SAVEDSTATES changed;
1183 SAVEDSTATES set;
1184 struct list set_vconstantsF;
1185 struct list set_pconstantsF;
1187 /* Drawing - Vertex Shader or FVF related */
1188 DWORD fvf;
1189 /* Vertex Shader Declaration */
1190 IWineD3DVertexDeclaration *vertexDecl;
1192 IWineD3DVertexShader *vertexShader;
1194 /* Vertex Shader Constants */
1195 BOOL vertexShaderConstantB[MAX_CONST_B];
1196 INT vertexShaderConstantI[MAX_CONST_I * 4];
1197 float *vertexShaderConstantF;
1199 /* Stream Source */
1200 BOOL streamIsUP;
1201 UINT streamStride[MAX_STREAMS];
1202 UINT streamOffset[MAX_STREAMS];
1203 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1204 UINT streamFreq[MAX_STREAMS];
1205 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1207 /* Indices */
1208 IWineD3DIndexBuffer* pIndexData;
1209 UINT baseVertexIndex;
1210 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1212 /* Transform */
1213 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1215 /* Lights */
1216 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1218 /* Clipping */
1219 double clipplane[MAX_CLIPPLANES][4];
1220 WINED3DCLIPSTATUS clip_status;
1222 /* ViewPort */
1223 WINED3DVIEWPORT viewport;
1225 /* Material */
1226 WINED3DMATERIAL material;
1228 /* Pixel Shader */
1229 IWineD3DPixelShader *pixelShader;
1231 /* Pixel Shader Constants */
1232 BOOL pixelShaderConstantB[MAX_CONST_B];
1233 INT pixelShaderConstantI[MAX_CONST_I * 4];
1234 float *pixelShaderConstantF;
1236 /* RenderState */
1237 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1239 /* Texture */
1240 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1241 int textureDimensions[MAX_SAMPLERS];
1243 /* Texture State Stage */
1244 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1245 DWORD lowest_disabled_stage;
1246 /* Sampler States */
1247 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1249 /* Current GLSL Shader Program */
1250 struct glsl_shader_prog_link *glsl_program;
1252 /* Scissor test rectangle */
1253 RECT scissorRect;
1256 extern void stateblock_savedstates_set(
1257 IWineD3DStateBlock* iface,
1258 SAVEDSTATES* states,
1259 BOOL value);
1261 extern void stateblock_savedstates_copy(
1262 IWineD3DStateBlock* iface,
1263 SAVEDSTATES* dest,
1264 SAVEDSTATES* source);
1266 extern void stateblock_copy(
1267 IWineD3DStateBlock* destination,
1268 IWineD3DStateBlock* source);
1270 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1272 /*****************************************************************************
1273 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1275 typedef struct IWineD3DQueryImpl
1277 const IWineD3DQueryVtbl *lpVtbl;
1278 LONG ref; /* Note: Ref counting not required */
1280 IUnknown *parent;
1281 /*TODO: replace with iface usage */
1282 #if 0
1283 IWineD3DDevice *wineD3DDevice;
1284 #else
1285 IWineD3DDeviceImpl *wineD3DDevice;
1286 #endif
1288 /* IWineD3DQuery fields */
1289 WINED3DQUERYTYPE type;
1290 /* TODO: Think about using a IUnknown instead of a void* */
1291 void *extendedData;
1294 } IWineD3DQueryImpl;
1296 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1298 /* Datastructures for IWineD3DQueryImpl.extendedData */
1299 typedef struct WineQueryOcclusionData {
1300 GLuint queryId;
1301 } WineQueryOcclusionData;
1304 /*****************************************************************************
1305 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1308 typedef struct IWineD3DSwapChainImpl
1310 /*IUnknown part*/
1311 const IWineD3DSwapChainVtbl *lpVtbl;
1312 LONG ref; /* Note: Ref counting not required */
1314 IUnknown *parent;
1315 IWineD3DDeviceImpl *wineD3DDevice;
1317 /* IWineD3DSwapChain fields */
1318 IWineD3DSurface **backBuffer;
1319 IWineD3DSurface *frontBuffer;
1320 BOOL wantsDepthStencilBuffer;
1321 D3DPRESENT_PARAMETERS presentParms;
1322 DWORD orig_width, orig_height;
1324 long prev_time, frames; /* Performance tracking */
1326 /* TODO: move everything up to drawable off into a context manager
1327 and store the 'data' in the contextManagerData interface.
1328 IUnknown *contextManagerData;
1331 HWND win_handle;
1332 Window win;
1333 Display *display;
1335 GLXContext glCtx;
1336 XVisualInfo *visInfo;
1337 GLXContext render_ctx;
1338 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1339 Drawable drawable;
1340 } IWineD3DSwapChainImpl;
1342 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1344 /*****************************************************************************
1345 * Utility function prototypes
1348 /* Trace routines */
1349 const char* debug_d3dformat(WINED3DFORMAT fmt);
1350 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1351 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1352 const char* debug_d3dusage(DWORD usage);
1353 const char* debug_d3dusagequery(DWORD usagequery);
1354 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1355 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1356 const char* debug_d3ddeclusage(BYTE usage);
1357 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1358 const char* debug_d3drenderstate(DWORD state);
1359 const char* debug_d3dsamplerstate(DWORD state);
1360 const char* debug_d3dtexturestate(DWORD state);
1361 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1362 const char* debug_d3dpool(WINED3DPOOL pool);
1364 /* Routines for GL <-> D3D values */
1365 GLenum StencilOp(DWORD op);
1366 GLenum CompareFunc(DWORD func);
1367 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1368 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1369 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1371 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1373 /* Math utils */
1374 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1376 /*****************************************************************************
1377 * To enable calling of inherited functions, requires prototypes
1379 * Note: Only require classes which are subclassed, ie resource, basetexture,
1381 /*** IUnknown methods ***/
1382 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1383 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1384 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1385 /*** IWineD3DResource methods ***/
1386 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1387 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1388 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1389 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1390 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1391 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1392 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1393 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1394 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1395 /*** class static members ***/
1396 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1398 /*** IUnknown methods ***/
1399 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1400 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1401 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1402 /*** IWineD3DResource methods ***/
1403 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1404 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1405 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1406 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1407 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1408 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1409 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1410 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1411 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1412 /*** IWineD3DBaseTexture methods ***/
1413 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1414 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1415 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1416 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1417 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1418 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1419 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1420 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1422 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1423 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1424 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1425 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1426 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1427 /*** class static members ***/
1428 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1430 struct SHADER_OPCODE_ARG;
1431 typedef void (*shader_fct_t)();
1432 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1434 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1435 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1436 * used if the user is using GLSL shaders. */
1437 struct glsl_shader_prog_link {
1438 struct list entry;
1439 GLhandleARB programId;
1440 GLhandleARB *vuniformF_locations;
1441 GLhandleARB *puniformF_locations;
1442 IWineD3DVertexShader* vertexShader;
1443 IWineD3DPixelShader* pixelShader;
1446 /* TODO: Make this dynamic, based on shader limits ? */
1447 #define MAX_REG_ADDR 1
1448 #define MAX_REG_TEMP 32
1449 #define MAX_REG_TEXCRD 8
1450 #define MAX_REG_INPUT 12
1451 #define MAX_REG_OUTPUT 12
1452 #define MAX_ATTRIBS 16
1453 #define MAX_CONST_I 16
1454 #define MAX_CONST_B 16
1456 /* FIXME: This needs to go up to 2048 for
1457 * Shader model 3 according to msdn (and for software shaders) */
1458 #define MAX_LABELS 16
1460 typedef struct semantic {
1461 DWORD usage;
1462 DWORD reg;
1463 } semantic;
1465 typedef struct local_constant {
1466 struct list entry;
1467 unsigned int idx;
1468 DWORD value[4];
1469 } local_constant;
1471 typedef struct shader_reg_maps {
1473 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1474 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1475 char address[MAX_REG_ADDR]; /* vertex */
1476 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1477 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1478 char attributes[MAX_ATTRIBS]; /* vertex */
1479 char labels[MAX_LABELS]; /* pixel, vertex */
1481 /* Sampler usage tokens
1482 * Use 0 as default (bit 31 is always 1 on a valid token) */
1483 DWORD samplers[MAX_SAMPLERS];
1485 /* Whether or not a loop is used in this shader */
1486 char loop;
1488 /* Whether or not this shader uses fog */
1489 char fog;
1491 } shader_reg_maps;
1493 #define SHADER_PGMSIZE 65535
1494 typedef struct SHADER_BUFFER {
1495 char* buffer;
1496 unsigned int bsize;
1497 unsigned int lineNo;
1498 BOOL newline;
1499 } SHADER_BUFFER;
1501 /* Undocumented opcode controls */
1502 #define INST_CONTROLS_SHIFT 16
1503 #define INST_CONTROLS_MASK 0x00ff0000
1505 typedef enum COMPARISON_TYPE {
1506 COMPARISON_GT = 1,
1507 COMPARISON_EQ = 2,
1508 COMPARISON_GE = 3,
1509 COMPARISON_LT = 4,
1510 COMPARISON_NE = 5,
1511 COMPARISON_LE = 6
1512 } COMPARISON_TYPE;
1514 typedef struct SHADER_OPCODE {
1515 unsigned int opcode;
1516 const char* name;
1517 const char* glname;
1518 char dst_token;
1519 CONST UINT num_params;
1520 shader_fct_t soft_fct;
1521 SHADER_HANDLER hw_fct;
1522 SHADER_HANDLER hw_glsl_fct;
1523 DWORD min_version;
1524 DWORD max_version;
1525 } SHADER_OPCODE;
1527 typedef struct SHADER_OPCODE_ARG {
1528 IWineD3DBaseShader* shader;
1529 shader_reg_maps* reg_maps;
1530 CONST SHADER_OPCODE* opcode;
1531 DWORD opcode_token;
1532 DWORD dst;
1533 DWORD dst_addr;
1534 DWORD predicate;
1535 DWORD src[4];
1536 DWORD src_addr[4];
1537 SHADER_BUFFER* buffer;
1538 } SHADER_OPCODE_ARG;
1540 typedef struct SHADER_LIMITS {
1541 unsigned int temporary;
1542 unsigned int texcoord;
1543 unsigned int sampler;
1544 unsigned int constant_int;
1545 unsigned int constant_float;
1546 unsigned int constant_bool;
1547 unsigned int address;
1548 unsigned int packed_output;
1549 unsigned int packed_input;
1550 unsigned int attributes;
1551 unsigned int label;
1552 } SHADER_LIMITS;
1554 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1555 maintain state information between multiple codes */
1556 typedef struct SHADER_PARSE_STATE {
1557 unsigned int current_row;
1558 DWORD texcoord_w[2];
1559 } SHADER_PARSE_STATE;
1561 /* Base Shader utility functions.
1562 * (may move callers into the same file in the future) */
1563 extern int shader_addline(
1564 SHADER_BUFFER* buffer,
1565 const char* fmt, ...);
1567 extern const SHADER_OPCODE* shader_get_opcode(
1568 IWineD3DBaseShader *iface,
1569 const DWORD code);
1571 extern void shader_delete_constant_list(
1572 struct list* clist);
1574 /* Vertex shader utility functions */
1575 extern BOOL vshader_get_input(
1576 IWineD3DVertexShader* iface,
1577 BYTE usage_req, BYTE usage_idx_req,
1578 unsigned int* regnum);
1580 extern BOOL vshader_input_is_color(
1581 IWineD3DVertexShader* iface,
1582 unsigned int regnum);
1584 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1586 /* ARB_[vertex/fragment]_program helper functions */
1587 extern void shader_arb_load_constants(
1588 IWineD3DDevice* device,
1589 char usePixelShader,
1590 char useVertexShader);
1592 /* ARB shader program Prototypes */
1593 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1595 /* ARB pixel shader prototypes */
1596 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1597 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1598 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1599 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1600 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1601 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1602 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1603 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1604 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1605 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1606 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1607 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1608 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1609 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1611 /* ARB vertex shader prototypes */
1612 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1613 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1615 /* GLSL helper functions */
1616 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1617 extern void shader_glsl_load_constants(
1618 IWineD3DDevice* device,
1619 char usePixelShader,
1620 char useVertexShader);
1622 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1623 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1638 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1639 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1640 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1641 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1642 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1643 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1644 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1645 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1646 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1647 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1648 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1649 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1650 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1651 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1652 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1654 /** GLSL Pixel Shader Prototypes */
1655 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1660 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1661 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1662 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1663 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1664 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1665 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1666 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1667 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1668 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1669 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1670 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1671 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1672 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1673 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1674 extern void pshader_glsl_input_pack(
1675 SHADER_BUFFER* buffer,
1676 semantic* semantics_out);
1678 /** GLSL Vertex Shader Prototypes */
1679 extern void vshader_glsl_output_unpack(
1680 SHADER_BUFFER* buffer,
1681 semantic* semantics_out);
1683 /*****************************************************************************
1684 * IDirect3DBaseShader implementation structure
1686 typedef struct IWineD3DBaseShaderClass
1688 DWORD hex_version;
1689 SHADER_LIMITS limits;
1690 SHADER_PARSE_STATE parse_state;
1691 CONST SHADER_OPCODE *shader_ins;
1692 CONST DWORD *function;
1693 UINT functionLength;
1694 GLuint prgId;
1695 BOOL is_compiled;
1697 /* Type of shader backend */
1698 int shader_mode;
1700 /* Immediate constants (override global ones) */
1701 struct list constantsB;
1702 struct list constantsF;
1703 struct list constantsI;
1704 shader_reg_maps reg_maps;
1706 /* Pointer to the parent device */
1707 IWineD3DDevice *device;
1709 } IWineD3DBaseShaderClass;
1711 typedef struct IWineD3DBaseShaderImpl {
1712 /* IUnknown */
1713 const IWineD3DBaseShaderVtbl *lpVtbl;
1714 LONG ref;
1716 /* IWineD3DBaseShader */
1717 IWineD3DBaseShaderClass baseShader;
1718 } IWineD3DBaseShaderImpl;
1720 extern HRESULT shader_get_registers_used(
1721 IWineD3DBaseShader *iface,
1722 shader_reg_maps* reg_maps,
1723 semantic* semantics_in,
1724 semantic* semantics_out,
1725 CONST DWORD* pToken,
1726 IWineD3DStateBlockImpl *stateBlock);
1728 extern void shader_generate_glsl_declarations(
1729 IWineD3DBaseShader *iface,
1730 shader_reg_maps* reg_maps,
1731 SHADER_BUFFER* buffer,
1732 WineD3D_GL_Info* gl_info);
1734 extern void shader_generate_arb_declarations(
1735 IWineD3DBaseShader *iface,
1736 shader_reg_maps* reg_maps,
1737 SHADER_BUFFER* buffer,
1738 WineD3D_GL_Info* gl_info);
1740 extern void shader_generate_main(
1741 IWineD3DBaseShader *iface,
1742 SHADER_BUFFER* buffer,
1743 shader_reg_maps* reg_maps,
1744 CONST DWORD* pFunction);
1746 extern void shader_dump_ins_modifiers(
1747 const DWORD output);
1749 extern void shader_dump_param(
1750 IWineD3DBaseShader *iface,
1751 const DWORD param,
1752 const DWORD addr_token,
1753 int input);
1755 extern void shader_trace_init(
1756 IWineD3DBaseShader *iface,
1757 const DWORD* pFunction);
1759 extern int shader_get_param(
1760 IWineD3DBaseShader* iface,
1761 const DWORD* pToken,
1762 DWORD* param,
1763 DWORD* addr_token);
1765 extern int shader_skip_unrecognized(
1766 IWineD3DBaseShader* iface,
1767 const DWORD* pToken);
1769 extern void print_glsl_info_log(
1770 WineD3D_GL_Info *gl_info,
1771 GLhandleARB obj);
1773 inline static int shader_get_regtype(const DWORD param) {
1774 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1775 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1778 extern unsigned int shader_get_float_offset(const DWORD reg);
1780 inline static BOOL shader_is_pshader_version(DWORD token) {
1781 return 0xFFFF0000 == (token & 0xFFFF0000);
1784 inline static BOOL shader_is_vshader_version(DWORD token) {
1785 return 0xFFFE0000 == (token & 0xFFFF0000);
1788 inline static BOOL shader_is_comment(DWORD token) {
1789 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1792 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1793 * so upload them above that
1795 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1796 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1798 /*****************************************************************************
1799 * IDirect3DVertexShader implementation structure
1801 typedef struct IWineD3DVertexShaderImpl {
1802 /* IUnknown parts*/
1803 const IWineD3DVertexShaderVtbl *lpVtbl;
1804 LONG ref; /* Note: Ref counting not required */
1806 /* IWineD3DBaseShader */
1807 IWineD3DBaseShaderClass baseShader;
1809 /* IWineD3DVertexShaderImpl */
1810 IUnknown *parent;
1812 char usesFog;
1813 DWORD usage;
1815 /* Vertex shader input and output semantics */
1816 semantic semantics_in [MAX_ATTRIBS];
1817 semantic semantics_out [MAX_REG_OUTPUT];
1819 /* run time datas... */
1820 VSHADERDATA *data;
1821 IWineD3DVertexDeclaration *vertexDeclaration;
1822 #if 0 /* needs reworking */
1823 /* run time datas */
1824 VSHADERINPUTDATA input;
1825 VSHADEROUTPUTDATA output;
1826 #endif
1827 } IWineD3DVertexShaderImpl;
1828 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1829 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1831 /*****************************************************************************
1832 * IDirect3DPixelShader implementation structure
1834 typedef struct IWineD3DPixelShaderImpl {
1835 /* IUnknown parts */
1836 const IWineD3DPixelShaderVtbl *lpVtbl;
1837 LONG ref; /* Note: Ref counting not required */
1839 /* IWineD3DBaseShader */
1840 IWineD3DBaseShaderClass baseShader;
1842 /* IWineD3DPixelShaderImpl */
1843 IUnknown *parent;
1845 /* Pixel shader input semantics */
1846 semantic semantics_in [MAX_REG_INPUT];
1848 /* run time data */
1849 PSHADERDATA *data;
1851 #if 0 /* needs reworking */
1852 PSHADERINPUTDATA input;
1853 PSHADEROUTPUTDATA output;
1854 #endif
1855 } IWineD3DPixelShaderImpl;
1857 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1858 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1860 /*****************************************************************************
1861 * IWineD3DPalette implementation structure
1863 struct IWineD3DPaletteImpl {
1864 /* IUnknown parts */
1865 const IWineD3DPaletteVtbl *lpVtbl;
1866 LONG ref;
1868 IUnknown *parent;
1869 IWineD3DDeviceImpl *wineD3DDevice;
1871 /* IWineD3DPalette */
1872 HPALETTE hpal;
1873 WORD palVersion; /*| */
1874 WORD palNumEntries; /*| LOGPALETTE */
1875 PALETTEENTRY palents[256]; /*| */
1876 /* This is to store the palette in 'screen format' */
1877 int screen_palents[256];
1878 DWORD Flags;
1881 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1882 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1884 /* DirectDraw utility functions */
1885 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1887 /*****************************************************************************
1888 * Pixel format management
1890 typedef struct {
1891 WINED3DFORMAT format;
1892 DWORD alphaMask, redMask, greenMask, blueMask;
1893 UINT bpp;
1894 BOOL isFourcc;
1895 GLint glInternal, glFormat, glType;
1896 } PixelFormatDesc;
1898 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1899 #endif