wined3d: Support more than one back buffer.
[wine/wine-kai.git] / dlls / wined3d / wined3d_private.h
blobcd7cfa0378e24cb79e81b35c93d86f511e497719
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 "d3d9types.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 D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_VSHADER_CONSTANTS 96
57 #define MAX_PSHADER_CONSTANTS 32
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[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_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/d3d9types.h typedef enum _D3DDECLTYPE) */
95 WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
96 {D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
115 #define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
116 #define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
117 #define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
118 #define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].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
136 #define SHADER_SW 0
137 #define SHADER_ARB 1
138 #define SHADER_GLSL 2
140 typedef struct wined3d_settings_s {
141 /* vertex and pixel shader modes */
142 int vs_mode;
143 int ps_mode;
144 int vbo_mode;
145 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
146 we should use it. However, until it's fully implemented, we'll leave it as a registry
147 setting for developers. */
148 BOOL glslRequested;
149 int shader_mode;
150 /* nonpower 2 function */
151 int nonpower2_mode;
152 } wined3d_settings_t;
154 extern wined3d_settings_t wined3d_settings;
156 /* X11 locking */
158 extern void (*wine_tsx11_lock_ptr)(void);
159 extern void (*wine_tsx11_unlock_ptr)(void);
161 /* As GLX relies on X, this is needed */
162 extern int num_lock;
164 #if 0
165 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
166 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
167 #else
168 #define ENTER_GL() wine_tsx11_lock_ptr()
169 #define LEAVE_GL() wine_tsx11_unlock_ptr()
170 #endif
172 /*****************************************************************************
173 * Defines
176 /* GL related defines */
177 /* ------------------ */
178 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
179 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
180 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
181 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
183 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
184 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
185 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
186 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
188 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
189 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
190 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
191 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
193 #define D3DCOLORTOGLFLOAT4(dw, vec) \
194 (vec)[0] = D3DCOLOR_R(dw); \
195 (vec)[1] = D3DCOLOR_G(dw); \
196 (vec)[2] = D3DCOLOR_B(dw); \
197 (vec)[3] = D3DCOLOR_A(dw);
199 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
201 /* DirectX Device Limits */
202 /* --------------------- */
203 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
205 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
206 See MaxStreams in MSDN under GetDeviceCaps */
207 /* Maximum number of constants provided to the shaders */
208 #define HIGHEST_TRANSFORMSTATE 512
209 /* Highest value in D3DTRANSFORMSTATETYPE */
210 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
212 #define MAX_PALETTES 256
214 /* Checking of API calls */
215 /* --------------------- */
216 #define checkGLcall(A) \
218 GLint err = glGetError(); \
219 if (err == GL_NO_ERROR) { \
220 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
222 } else do { \
223 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
224 err, A, __FILE__, __LINE__); \
225 err = glGetError(); \
226 } while (err != GL_NO_ERROR); \
229 /* Trace routines / diagnostics */
230 /* ---------------------------- */
232 /* Dump out a matrix and copy it */
233 #define conv_mat(mat,gl_mat) \
234 do { \
235 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
236 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
237 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
238 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
239 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
240 } while (0)
242 /* Macro to dump out the current state of the light chain */
243 #define DUMP_LIGHT_CHAIN() \
245 PLIGHTINFOEL *el = This->stateBlock->lights;\
246 while (el) { \
247 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
248 el = el->next; \
252 /* Trace vector and strided data information */
253 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
254 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
256 /* Defines used for optimizations */
258 /* Only reapply what is necessary */
259 #define REAPPLY_ALPHAOP 0x0001
260 #define REAPPLY_ALL 0xFFFF
262 /* Advance declaration of structures to satisfy compiler */
263 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
264 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
265 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
267 /* Tracking */
269 /* TODO: Move some of this to the device */
270 long globalChangeGlRam(long glram);
272 /* Memory and object tracking */
274 /*Structure for holding information on all direct3d objects
275 useful for making sure tracking is ok and when release is called on a device!
276 and probably quite handy for debugging and dumping states out
278 typedef struct WineD3DGlobalStatistics {
279 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
280 } WineD3DGlobalStatistics;
282 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
284 /* Global variables */
285 extern const float identity[16];
287 /*****************************************************************************
288 * Compilable extra diagnostics
291 /* Trace information per-vertex: (extremely high amount of trace) */
292 #if 0 /* NOTE: Must be 0 in cvs */
293 # define VTRACE(A) TRACE A
294 #else
295 # define VTRACE(A)
296 #endif
298 /* Checking of per-vertex related GL calls */
299 /* --------------------- */
300 #define vcheckGLcall(A) \
302 GLint err = glGetError(); \
303 if (err == GL_NO_ERROR) { \
304 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
306 } else do { \
307 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
308 err, A, __FILE__, __LINE__); \
309 err = glGetError(); \
310 } while (err != GL_NO_ERROR); \
313 /* TODO: Confirm each of these works when wined3d move completed */
314 #if 0 /* NOTE: Must be 0 in cvs */
315 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
316 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
317 is enabled, and if it doesn't exists it is disabled. */
318 # define FRAME_DEBUGGING
319 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
320 the file is deleted */
321 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
322 # define SINGLE_FRAME_DEBUGGING
323 # endif
324 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
325 It can only be enabled when FRAME_DEBUGGING is also enabled
326 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
327 array is drawn. */
328 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
329 # define SHOW_FRAME_MAKEUP 1
330 # endif
331 /* The following, when enabled, lets you see the makeup of the all the textures used during each
332 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
333 The contents of the textures assigned to each stage are written into
334 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
335 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
336 # define SHOW_TEXTURE_MAKEUP 0
337 # endif
338 extern BOOL isOn;
339 extern BOOL isDumpingFrames;
340 extern LONG primCounter;
341 #endif
343 /*****************************************************************************
344 * Prototypes
347 /* Routine common to the draw primitive and draw indexed primitive routines */
348 void drawPrimitive(IWineD3DDevice *iface,
349 int PrimitiveType,
350 long NumPrimitives,
351 /* for Indexed: */
352 long StartVertexIndex,
353 UINT numberOfVertices,
354 long StartIdx,
355 short idxBytes,
356 const void *idxData,
357 int minIndex,
358 WineDirect3DVertexStridedData *DrawPrimStrideData);
360 void primitiveConvertToStridedData(IWineD3DDevice *iface,
361 WineDirect3DVertexStridedData *strided,
362 LONG BaseVertexIndex);
364 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
366 #define eps 1e-8
368 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
369 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
371 /* Routine to fill gl caps for swapchains and IWineD3D */
372 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
373 Display* display);
375 /*****************************************************************************
376 * Internal representation of a light
378 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
379 struct PLIGHTINFOEL {
380 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
381 DWORD OriginalIndex;
382 LONG glIndex;
383 BOOL lightEnabled;
384 BOOL changed;
385 BOOL enabledChanged;
387 /* Converted parms to speed up swapping lights */
388 float lightPosn[4];
389 float lightDirn[4];
390 float exponent;
391 float cutoff;
393 PLIGHTINFOEL *next;
394 PLIGHTINFOEL *prev;
397 /* The default light parameters */
398 extern const WINED3DLIGHT WINED3D_default_light;
400 /*****************************************************************************
401 * IWineD3D implementation structure
403 typedef struct IWineD3DImpl
405 /* IUnknown fields */
406 const IWineD3DVtbl *lpVtbl;
407 LONG ref; /* Note: Ref counting not required */
409 /* WineD3D Information */
410 IUnknown *parent;
411 UINT dxVersion;
413 /* GL Information */
414 BOOL isGLInfoValid;
415 WineD3D_GL_Info gl_info;
416 } IWineD3DImpl;
418 extern const IWineD3DVtbl IWineD3D_Vtbl;
420 /** Hacked out start of a context manager!! **/
421 typedef struct glContext {
422 int Width;
423 int Height;
424 int usedcount;
425 GLXContext context;
427 Drawable drawable;
428 IWineD3DSurface *pSurface;
429 #if 0 /* TODO: someway to represent the state of the context */
430 IWineD3DStateBlock *pStateBlock;
431 #endif
432 /* a few other things like format */
433 } glContext;
435 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
436 (since it will break quite a few things until contexts are managed properly!) */
437 extern BOOL pbuffer_support;
438 /* allocate one pbuffer per surface */
439 extern BOOL pbuffer_per_surface;
441 /* Maximum number of contexts/pbuffers to keep in cache,
442 set to 100 because ATI's drivers don't support deleting pBuffers properly
443 this needs to be migrated to a list and some option availalbe for controle the cache size.
445 #define CONTEXT_CACHE 100
447 typedef struct ResourceList {
448 IWineD3DResource *resource;
449 struct ResourceList *next;
450 } ResourceList;
452 /* A helper function that dumps a resource list */
453 void dumpResources(ResourceList *resources);
455 /*****************************************************************************
456 * IWineD3DDevice implementation structure
458 typedef struct IWineD3DDeviceImpl
460 /* IUnknown fields */
461 const IWineD3DDeviceVtbl *lpVtbl;
462 LONG ref; /* Note: Ref counting not required */
464 /* WineD3D Information */
465 IUnknown *parent;
466 IWineD3D *wineD3D;
468 /* X and GL Information */
469 GLint maxConcurrentLights;
471 /* Optimization */
472 BOOL modelview_valid;
473 BOOL proj_valid;
474 BOOL view_ident; /* true iff view matrix is identity */
475 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
476 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
477 GLenum tracking_parm; /* Which source is tracking current colour */
478 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
479 #define DISABLED_TRACKING 0 /* Disabled */
480 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
481 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
482 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
483 UINT srcBlend;
484 UINT dstBlend;
485 UINT alphafunc;
486 BOOL texture_shader_active; /* TODO: Confirm use is correct */
487 BOOL last_was_notclipped;
489 /* State block related */
490 BOOL isRecordingState;
491 IWineD3DStateBlockImpl *stateBlock;
492 IWineD3DStateBlockImpl *updateStateBlock;
494 /* Internal use fields */
495 WINED3DDEVICE_CREATION_PARAMETERS createParms;
496 UINT adapterNo;
497 D3DDEVTYPE devType;
499 IWineD3DSwapChain **swapchains;
500 uint NumberOfSwapChains;
502 ResourceList *resources; /* a linked list to track resources created by the device */
504 /* Render Target Support */
505 IWineD3DSurface *depthStencilBuffer;
507 IWineD3DSurface *renderTarget;
508 IWineD3DSurface *stencilBufferTarget;
510 /* palettes texture management */
511 PALETTEENTRY palettes[MAX_PALETTES][256];
512 UINT currentPalette;
514 /* For rendering to a texture using glCopyTexImage */
515 BOOL renderUpsideDown;
517 /* Cursor management */
518 BOOL bCursorVisible;
519 UINT xHotSpot;
520 UINT yHotSpot;
521 UINT xScreenSpace;
522 UINT yScreenSpace;
524 /* Textures for when no other textures are mapped */
525 UINT dummyTextureName[MAX_TEXTURES];
527 /* Debug stream management */
528 BOOL debug;
530 /* Device state management */
531 HRESULT state;
532 BOOL d3d_initialized;
534 /* Screen buffer resources */
535 glContext contextCache[CONTEXT_CACHE];
537 /* A flag to check if endscene has been called before changing the render tartet */
538 BOOL sceneEnded;
540 /* process vertex shaders using software or hardware */
541 BOOL softwareVertexProcessing;
543 /* DirectDraw stuff */
544 HWND ddraw_window;
545 IWineD3DSurface *ddraw_primary;
546 DWORD ddraw_width, ddraw_height;
547 WINED3DFORMAT ddraw_format;
549 /* List of GLSL shader programs and their associated vertex & pixel shaders */
550 struct list glsl_shader_progs;
552 } IWineD3DDeviceImpl;
554 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
556 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
557 * anybody uses it for much so a good implementation is optional. */
558 typedef struct PrivateData
560 struct PrivateData* next;
562 GUID tag;
563 DWORD flags; /* DDSPD_* */
564 DWORD uniqueness_value;
566 union
568 LPVOID data;
569 LPUNKNOWN object;
570 } ptr;
572 DWORD size;
573 } PrivateData;
575 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
577 /*****************************************************************************
578 * IWineD3DResource implementation structure
580 typedef struct IWineD3DResourceClass
582 /* IUnknown fields */
583 LONG ref; /* Note: Ref counting not required */
585 /* WineD3DResource Information */
586 IUnknown *parent;
587 WINED3DRESOURCETYPE resourceType;
588 IWineD3DDeviceImpl *wineD3DDevice;
589 WINED3DPOOL pool;
590 UINT size;
591 DWORD usage;
592 WINED3DFORMAT format;
593 BYTE *allocatedMemory;
594 PrivateData *privateData;
596 } IWineD3DResourceClass;
598 typedef struct IWineD3DResourceImpl
600 /* IUnknown & WineD3DResource Information */
601 const IWineD3DResourceVtbl *lpVtbl;
602 IWineD3DResourceClass resource;
603 } IWineD3DResourceImpl;
606 /*****************************************************************************
607 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
609 typedef struct IWineD3DVertexBufferImpl
611 /* IUnknown & WineD3DResource Information */
612 const IWineD3DVertexBufferVtbl *lpVtbl;
613 IWineD3DResourceClass resource;
615 /* WineD3DVertexBuffer specifics */
616 DWORD fvf;
618 } IWineD3DVertexBufferImpl;
620 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
623 /*****************************************************************************
624 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
626 typedef struct IWineD3DIndexBufferImpl
628 /* IUnknown & WineD3DResource Information */
629 const IWineD3DIndexBufferVtbl *lpVtbl;
630 IWineD3DResourceClass resource;
632 /* WineD3DVertexBuffer specifics */
633 } IWineD3DIndexBufferImpl;
635 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
637 /*****************************************************************************
638 * IWineD3DBaseTexture D3D- > openGL state map lookups
640 #define WINED3DFUNC_NOTSUPPORTED -2
641 #define WINED3DFUNC_UNIMPLEMENTED -1
643 typedef enum winetexturestates {
644 WINED3DTEXSTA_ADDRESSU = 0,
645 WINED3DTEXSTA_ADDRESSV = 1,
646 WINED3DTEXSTA_ADDRESSW = 2,
647 WINED3DTEXSTA_BORDERCOLOR = 3,
648 WINED3DTEXSTA_MAGFILTER = 4,
649 WINED3DTEXSTA_MINFILTER = 5,
650 WINED3DTEXSTA_MIPFILTER = 6,
651 WINED3DTEXSTA_MAXMIPLEVEL = 7,
652 WINED3DTEXSTA_MAXANISOTROPY = 8,
653 WINED3DTEXSTA_SRGBTEXTURE = 9,
654 WINED3DTEXSTA_ELEMENTINDEX = 10,
655 WINED3DTEXSTA_DMAPOFFSET = 11,
656 WINED3DTEXSTA_TSSADDRESSW = 12,
657 MAX_WINETEXTURESTATES = 13,
658 } winetexturestates;
660 typedef struct Wined3dTextureStateMap {
661 CONST int state;
662 int function;
663 } Wined3dTextureStateMap;
665 /*****************************************************************************
666 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
668 typedef struct IWineD3DBaseTextureClass
670 UINT levels;
671 BOOL dirty;
672 D3DFORMAT format;
673 DWORD usage;
674 UINT textureName;
675 UINT LOD;
676 WINED3DTEXTUREFILTERTYPE filterType;
677 DWORD states[MAX_WINETEXTURESTATES];
679 } IWineD3DBaseTextureClass;
681 typedef struct IWineD3DBaseTextureImpl
683 /* IUnknown & WineD3DResource Information */
684 const IWineD3DBaseTextureVtbl *lpVtbl;
685 IWineD3DResourceClass resource;
686 IWineD3DBaseTextureClass baseTexture;
688 } IWineD3DBaseTextureImpl;
690 /*****************************************************************************
691 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
693 typedef struct IWineD3DTextureImpl
695 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
696 const IWineD3DTextureVtbl *lpVtbl;
697 IWineD3DResourceClass resource;
698 IWineD3DBaseTextureClass baseTexture;
700 /* IWineD3DTexture */
701 IWineD3DSurface *surfaces[MAX_LEVELS];
703 UINT width;
704 UINT height;
705 float pow2scalingFactorX;
706 float pow2scalingFactorY;
708 } IWineD3DTextureImpl;
710 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
712 /*****************************************************************************
713 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
715 typedef struct IWineD3DCubeTextureImpl
717 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
718 const IWineD3DCubeTextureVtbl *lpVtbl;
719 IWineD3DResourceClass resource;
720 IWineD3DBaseTextureClass baseTexture;
722 /* IWineD3DCubeTexture */
723 IWineD3DSurface *surfaces[6][MAX_LEVELS];
725 UINT edgeLength;
726 float pow2scalingFactor;
728 } IWineD3DCubeTextureImpl;
730 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
732 typedef struct _WINED3DVOLUMET_DESC
734 UINT Width;
735 UINT Height;
736 UINT Depth;
737 } WINED3DVOLUMET_DESC;
739 /*****************************************************************************
740 * IWineD3DVolume implementation structure (extends IUnknown)
742 typedef struct IWineD3DVolumeImpl
744 /* IUnknown & WineD3DResource fields */
745 const IWineD3DVolumeVtbl *lpVtbl;
746 IWineD3DResourceClass resource;
748 /* WineD3DVolume Information */
749 WINED3DVOLUMET_DESC currentDesc;
750 IWineD3DBase *container;
751 UINT bytesPerPixel;
753 BOOL lockable;
754 BOOL locked;
755 WINED3DBOX lockedBox;
756 WINED3DBOX dirtyBox;
757 BOOL dirty;
760 } IWineD3DVolumeImpl;
762 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
764 /*****************************************************************************
765 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
767 typedef struct IWineD3DVolumeTextureImpl
769 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
770 const IWineD3DVolumeTextureVtbl *lpVtbl;
771 IWineD3DResourceClass resource;
772 IWineD3DBaseTextureClass baseTexture;
774 /* IWineD3DVolumeTexture */
775 IWineD3DVolume *volumes[MAX_LEVELS];
777 UINT width;
778 UINT height;
779 UINT depth;
780 } IWineD3DVolumeTextureImpl;
782 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
784 typedef struct _WINED3DSURFACET_DESC
786 WINED3DMULTISAMPLE_TYPE MultiSampleType;
787 DWORD MultiSampleQuality;
788 UINT Width;
789 UINT Height;
790 } WINED3DSURFACET_DESC;
792 /*****************************************************************************
793 * Structure for DIB Surfaces (GetDC and GDI surfaces)
795 typedef struct wineD3DSurface_DIB {
796 HBITMAP DIBsection;
797 void* bitmap_data;
798 HGDIOBJ holdbitmap;
799 BOOL client_memory;
800 } wineD3DSurface_DIB;
802 /*****************************************************************************
803 * IWineD3DSurface implementation structure
805 struct IWineD3DSurfaceImpl
807 /* IUnknown & IWineD3DResource Information */
808 const IWineD3DSurfaceVtbl *lpVtbl;
809 IWineD3DResourceClass resource;
811 /* IWineD3DSurface fields */
812 IWineD3DBase *container;
813 WINED3DSURFACET_DESC currentDesc;
814 IWineD3DPaletteImpl *palette;
816 UINT textureName;
817 UINT bytesPerPixel;
819 /* TODO: move this off into a management class(maybe!) */
820 WORD Flags;
822 UINT pow2Width;
823 UINT pow2Height;
824 UINT pow2Size;
826 /* Oversized texture */
827 RECT glRect;
829 #if 0
830 /* precalculated x and y scalings for texture coords */
831 float pow2scalingFactorX; /* = (Width / pow2Width ) */
832 float pow2scalingFactorY; /* = (Height / pow2Height) */
833 #endif
835 RECT lockedRect;
836 RECT dirtyRect;
838 glDescriptor glDescription;
840 /* For GetDC */
841 wineD3DSurface_DIB dib;
842 HDC hDC;
844 /* Color keys for DDraw */
845 DDCOLORKEY DestBltCKey;
846 DDCOLORKEY DestOverlayCKey;
847 DDCOLORKEY SrcOverlayCKey;
848 DDCOLORKEY SrcBltCKey;
849 DWORD CKeyFlags;
853 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
854 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
856 /* Predeclare the shared Surface functions */
857 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
858 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
859 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
860 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
861 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
862 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
863 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
864 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
865 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
866 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
867 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
868 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
869 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
870 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
871 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
872 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
873 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
874 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
875 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
876 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
877 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
878 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
879 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
880 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
881 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
882 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
883 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
884 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
885 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
886 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
887 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
888 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
889 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
890 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
891 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
892 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
893 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
894 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
896 /* Surface flags: */
897 #define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
898 #define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
899 #define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
900 #define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
901 #define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
902 #define SFLAG_DISCARD 0x0020 /* ??? */
903 #define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
904 #define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
905 #define SFLAG_INTEXTURE 0x0100 /* ??? */
906 #define SFLAG_INPBUFFER 0x0200 /* ??? */
907 #define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
908 #define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
909 #define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
910 #define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
911 #define SFLAG_GLDIRTY 0x4000 /* The opengl texture is more up to date than the surface mem */
912 #define SFLAG_LOST 0x8000 /* Surface lost flag for DDraw */
914 /* In some conditions the surface memory must not be freed:
915 * SFLAG_OVERSIZE: Not all data can be kept in GL
916 * SFLAG_CONVERTED: Converting the data back would take too long
917 * SFLAG_DIBSECTION: The dib code manages the memory
918 * SFLAG_DIRTY: GL surface isn't up to date
919 * SFLAG_LOCKED: The app requires access to the surface data
920 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
921 * SFLAG_DYNLOCK: Avoid freeing the data for performance
922 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
924 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
925 SFLAG_CONVERTED | \
926 SFLAG_DIBSECTION | \
927 SFLAG_DIRTY | \
928 SFLAG_LOCKED | \
929 SFLAG_ACTIVELOCK | \
930 SFLAG_DYNLOCK | \
931 SFLAG_DYNCHANGE )
933 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
935 /*****************************************************************************
936 * IWineD3DVertexDeclaration implementation structure
938 typedef struct IWineD3DVertexDeclarationImpl {
939 /* IUnknown Information */
940 const IWineD3DVertexDeclarationVtbl *lpVtbl;
941 LONG ref; /* Note: Ref counting not required */
943 IUnknown *parent;
944 /** precomputed fvf if simple declaration */
945 IWineD3DDeviceImpl *wineD3DDevice;
946 DWORD fvf[MAX_STREAMS];
947 DWORD allFVF;
949 /** dx8 compatible Declaration fields */
950 DWORD* pDeclaration8;
951 DWORD declaration8Length;
953 /** dx9+ */
954 D3DVERTEXELEMENT9 *pDeclaration9;
955 UINT declaration9NumElements;
957 WINED3DVERTEXELEMENT *pDeclarationWine;
958 UINT declarationWNumElements;
960 float *constants;
962 } IWineD3DVertexDeclarationImpl;
964 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
966 /*****************************************************************************
967 * IWineD3DStateBlock implementation structure
970 /* Internal state Block for Begin/End/Capture/Create/Apply info */
971 /* Note: Very long winded but gl Lists are not flexible enough */
972 /* to resolve everything we need, so doing it manually for now */
973 typedef struct SAVEDSTATES {
974 BOOL indices;
975 BOOL material;
976 BOOL fvf;
977 BOOL streamSource[MAX_STREAMS];
978 BOOL streamFreq[MAX_STREAMS];
979 BOOL textures[MAX_TEXTURES];
980 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
981 BOOL viewport;
982 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
983 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
984 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
985 BOOL clipplane[MAX_CLIPPLANES];
986 BOOL vertexDecl;
987 BOOL pixelShader;
988 BOOL pixelShaderConstantsB[MAX_PSHADER_CONSTANTS];
989 BOOL pixelShaderConstantsI[MAX_PSHADER_CONSTANTS];
990 BOOL pixelShaderConstantsF[MAX_PSHADER_CONSTANTS];
991 BOOL vertexShader;
992 BOOL vertexShaderConstantsB[MAX_VSHADER_CONSTANTS];
993 BOOL vertexShaderConstantsI[MAX_VSHADER_CONSTANTS];
994 BOOL vertexShaderConstantsF[MAX_VSHADER_CONSTANTS];
995 } SAVEDSTATES;
997 struct IWineD3DStateBlockImpl
999 /* IUnknown fields */
1000 const IWineD3DStateBlockVtbl *lpVtbl;
1001 LONG ref; /* Note: Ref counting not required */
1003 /* IWineD3DStateBlock information */
1004 IUnknown *parent;
1005 IWineD3DDeviceImpl *wineD3DDevice;
1006 WINED3DSTATEBLOCKTYPE blockType;
1008 /* Array indicating whether things have been set or changed */
1009 SAVEDSTATES changed;
1010 SAVEDSTATES set;
1012 /* Drawing - Vertex Shader or FVF related */
1013 DWORD fvf;
1014 /* Vertex Shader Declaration */
1015 IWineD3DVertexDeclaration *vertexDecl;
1017 IWineD3DVertexShader *vertexShader;
1019 /* Vertex Shader Constants */
1020 BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
1021 INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
1022 float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
1024 /* Stream Source */
1025 BOOL streamIsUP;
1026 UINT streamStride[MAX_STREAMS];
1027 UINT streamOffset[MAX_STREAMS];
1028 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1029 UINT streamFreq[MAX_STREAMS];
1030 UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1032 /* Indices */
1033 IWineD3DIndexBuffer* pIndexData;
1034 UINT baseVertexIndex; /* Note: only used for d3d8 */
1036 /* Transform */
1037 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1039 /* Lights */
1040 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1042 /* Clipping */
1043 double clipplane[MAX_CLIPPLANES][4];
1044 WINED3DCLIPSTATUS clip_status;
1046 /* ViewPort */
1047 WINED3DVIEWPORT viewport;
1049 /* Material */
1050 WINED3DMATERIAL material;
1052 /* Pixel Shader */
1053 IWineD3DPixelShader *pixelShader;
1055 /* Pixel Shader Constants */
1056 BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
1057 INT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
1058 float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
1060 /* Indexed Vertex Blending */
1061 D3DVERTEXBLENDFLAGS vertex_blend;
1062 FLOAT tween_factor;
1064 /* RenderState */
1065 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1067 /* Texture */
1068 IWineD3DBaseTexture *textures[MAX_TEXTURES];
1069 int textureDimensions[MAX_SAMPLERS];
1071 /* Texture State Stage */
1072 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1073 /* Sampler States */
1074 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1076 /* Current GLSL Shader Program */
1077 GLhandleARB shaderPrgId;
1080 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1082 /*****************************************************************************
1083 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1085 typedef struct IWineD3DQueryImpl
1087 const IWineD3DQueryVtbl *lpVtbl;
1088 LONG ref; /* Note: Ref counting not required */
1090 IUnknown *parent;
1091 /*TODO: replace with iface usage */
1092 #if 0
1093 IWineD3DDevice *wineD3DDevice;
1094 #else
1095 IWineD3DDeviceImpl *wineD3DDevice;
1096 #endif
1097 /* IWineD3DQuery fields */
1099 D3DQUERYTYPE type;
1100 /* TODO: Think about using a IUnknown instead of a void* */
1101 void *extendedData;
1104 } IWineD3DQueryImpl;
1106 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1108 /* Datastructures for IWineD3DQueryImpl.extendedData */
1109 typedef struct WineQueryOcclusionData {
1110 unsigned int queryId;
1111 } WineQueryOcclusionData;
1114 /*****************************************************************************
1115 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1118 typedef struct IWineD3DSwapChainImpl
1120 /*IUnknown part*/
1121 IWineD3DSwapChainVtbl *lpVtbl;
1122 LONG ref; /* Note: Ref counting not required */
1124 IUnknown *parent;
1125 IWineD3DDeviceImpl *wineD3DDevice;
1127 /* IWineD3DSwapChain fields */
1128 IWineD3DSurface **backBuffer;
1129 IWineD3DSurface *frontBuffer;
1130 BOOL wantsDepthStencilBuffer;
1131 D3DPRESENT_PARAMETERS presentParms;
1133 /* TODO: move everything up to drawable off into a context manager
1134 and store the 'data' in the contextManagerData interface.
1135 IUnknown *contextManagerData;
1138 HWND win_handle;
1139 Window win;
1140 Display *display;
1142 GLXContext glCtx;
1143 XVisualInfo *visInfo;
1144 GLXContext render_ctx;
1145 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1146 Drawable drawable;
1147 } IWineD3DSwapChainImpl;
1149 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1151 /*****************************************************************************
1152 * Utility function prototypes
1155 /* Trace routines */
1156 const char* debug_d3dformat(WINED3DFORMAT fmt);
1157 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1158 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1159 const char* debug_d3dusage(DWORD usage);
1160 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1161 const char* debug_d3drenderstate(DWORD state);
1162 const char* debug_d3dsamplerstate(DWORD state);
1163 const char* debug_d3dtexturestate(DWORD state);
1164 const char* debug_d3dpool(WINED3DPOOL pool);
1166 /* Routines for GL <-> D3D values */
1167 GLenum StencilOp(DWORD op);
1168 GLenum StencilFunc(DWORD func);
1169 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1170 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1172 SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1173 GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1174 GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
1175 GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1177 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1179 /* Math utils */
1180 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1182 /*****************************************************************************
1183 * To enable calling of inherited functions, requires prototypes
1185 * Note: Only require classes which are subclassed, ie resource, basetexture,
1187 /*** IUnknown methods ***/
1188 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1189 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1190 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1191 /*** IWineD3DResource methods ***/
1192 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1193 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1194 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1195 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1196 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1197 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1198 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1199 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1200 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1201 /*** class static members ***/
1202 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1204 /*** IUnknown methods ***/
1205 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1206 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1207 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1208 /*** IWineD3DResource methods ***/
1209 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1210 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1211 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1212 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1213 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1214 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1215 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1216 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1217 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1218 /*** IWineD3DBaseTexture methods ***/
1219 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1220 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1221 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1222 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1223 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1224 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1225 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1226 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1228 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
1229 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1230 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1231 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1232 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1233 /*** class static members ***/
1234 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1236 struct SHADER_OPCODE_ARG;
1237 typedef void (*shader_fct_t)();
1238 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1240 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1241 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1242 * used if the user is using GLSL shaders. */
1243 struct glsl_shader_prog_link {
1244 struct list entry;
1245 GLhandleARB programId;
1246 IWineD3DVertexShader* vertexShader;
1247 IWineD3DPixelShader* pixelShader;
1250 /* TODO: Make this dynamic, based on shader limits ? */
1251 #define MAX_REG_ADDR 1
1252 #define MAX_REG_TEMP 32
1253 #define MAX_REG_TEXCRD 8
1254 #define MAX_REG_INPUT 12
1255 #define MAX_REG_OUTPUT 12
1256 #define MAX_ATTRIBS 16
1257 #define MAX_CONST_F 256
1259 typedef struct shader_reg_maps {
1261 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1262 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1263 char address[MAX_REG_ADDR]; /* vertex */
1264 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1265 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1266 char attributes[MAX_ATTRIBS]; /* vertex */
1268 char constantsF[MAX_CONST_F]; /* pixel, vertex */
1269 /* TODO: Integer and bool constants */
1271 /* Semantics maps (semantic -> reg_token)
1272 * Use 0 as default (bit 31 is always 1 on a valid token) */
1273 DWORD* semantics_in; /* vertex, pixel */
1274 DWORD* semantics_out; /* vertex */
1276 /* Sampler usage tokens
1277 * Use 0 as default (bit 31 is always 1 on a valid token) */
1278 DWORD samplers[MAX_SAMPLERS];
1280 /* Whether or not a loop is used in this shader */
1281 char loop;
1283 } shader_reg_maps;
1285 #define SHADER_PGMSIZE 65535
1286 typedef struct SHADER_BUFFER {
1287 char* buffer;
1288 unsigned int bsize;
1289 unsigned int lineNo;
1290 } SHADER_BUFFER;
1292 typedef struct SHADER_OPCODE {
1293 unsigned int opcode;
1294 const char* name;
1295 const char* glname;
1296 char dst_token;
1297 CONST UINT num_params;
1298 shader_fct_t soft_fct;
1299 SHADER_HANDLER hw_fct;
1300 SHADER_HANDLER hw_glsl_fct;
1301 DWORD min_version;
1302 DWORD max_version;
1303 } SHADER_OPCODE;
1305 typedef struct SHADER_OPCODE_ARG {
1306 IWineD3DBaseShader* shader;
1307 shader_reg_maps* reg_maps;
1308 CONST SHADER_OPCODE* opcode;
1309 DWORD dst;
1310 DWORD dst_addr;
1311 DWORD predicate;
1312 DWORD src[4];
1313 DWORD src_addr[4];
1314 SHADER_BUFFER* buffer;
1315 } SHADER_OPCODE_ARG;
1317 typedef struct SHADER_LIMITS {
1318 unsigned int temporary;
1319 unsigned int texcoord;
1320 unsigned int sampler;
1321 unsigned int constant_int;
1322 unsigned int constant_float;
1323 unsigned int constant_bool;
1324 unsigned int address;
1325 unsigned int packed_output;
1326 unsigned int packed_input;
1327 unsigned int attributes;
1328 } SHADER_LIMITS;
1330 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1331 maintain state information between multiple codes */
1332 typedef struct SHADER_PARSE_STATE {
1333 unsigned int current_row;
1334 DWORD texcoord_w[2];
1335 } SHADER_PARSE_STATE;
1337 /* Base Shader utility functions.
1338 * (may move callers into the same file in the future) */
1339 extern int shader_addline(
1340 SHADER_BUFFER* buffer,
1341 const char* fmt, ...);
1343 extern const SHADER_OPCODE* shader_get_opcode(
1344 IWineD3DBaseShader *iface,
1345 const DWORD code);
1347 /* ARB shader program Prototypes */
1348 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1350 /* GLSL helper functions */
1351 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1352 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1354 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1355 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1356 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1357 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1358 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1359 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1360 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1361 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1362 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1363 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1364 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1365 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1366 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1367 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1368 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1369 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1370 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1371 extern void shader_glsl_endloop(SHADER_OPCODE_ARG* arg);
1373 /** GLSL Pixel Shader Prototypes */
1374 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1375 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1376 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1377 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1378 extern void pshader_glsl_input_pack(
1379 SHADER_BUFFER* buffer,
1380 DWORD* semantics_out);
1382 /** GLSL Vertex Shader Prototypes */
1383 extern void vshader_glsl_output_unpack(
1384 SHADER_BUFFER* buffer,
1385 DWORD* semantics_out);
1387 /*****************************************************************************
1388 * IDirect3DBaseShader implementation structure
1390 typedef struct IWineD3DBaseShaderClass
1392 DWORD hex_version;
1393 SHADER_LIMITS limits;
1394 SHADER_PARSE_STATE parse_state;
1395 CONST SHADER_OPCODE *shader_ins;
1396 CONST DWORD *function;
1397 UINT functionLength;
1398 GLuint prgId;
1399 } IWineD3DBaseShaderClass;
1401 typedef struct IWineD3DBaseShaderImpl {
1402 /* IUnknown */
1403 const IWineD3DBaseShaderVtbl *lpVtbl;
1404 LONG ref;
1406 /* IWineD3DBaseShader */
1407 IWineD3DBaseShaderClass baseShader;
1408 } IWineD3DBaseShaderImpl;
1410 extern void shader_get_registers_used(
1411 IWineD3DBaseShader *iface,
1412 shader_reg_maps* reg_maps,
1413 CONST DWORD* pToken);
1415 extern void shader_generate_glsl_declarations(
1416 IWineD3DBaseShader *iface,
1417 shader_reg_maps* reg_maps,
1418 SHADER_BUFFER* buffer);
1420 extern void shader_generate_arb_declarations(
1421 IWineD3DBaseShader *iface,
1422 shader_reg_maps* reg_maps,
1423 SHADER_BUFFER* buffer);
1425 extern void shader_generate_main(
1426 IWineD3DBaseShader *iface,
1427 SHADER_BUFFER* buffer,
1428 shader_reg_maps* reg_maps,
1429 CONST DWORD* pFunction);
1431 extern void shader_dump_ins_modifiers(
1432 const DWORD output);
1434 extern void shader_dump_param(
1435 IWineD3DBaseShader *iface,
1436 const DWORD param,
1437 const DWORD addr_token,
1438 int input);
1440 extern void shader_trace_init(
1441 IWineD3DBaseShader *iface,
1442 const DWORD* pFunction);
1444 extern int shader_get_param(
1445 IWineD3DBaseShader* iface,
1446 const DWORD* pToken,
1447 DWORD* param,
1448 DWORD* addr_token);
1450 extern int shader_skip_unrecognized(
1451 IWineD3DBaseShader* iface,
1452 const DWORD* pToken);
1454 extern void print_glsl_info_log(
1455 WineD3D_GL_Info *gl_info,
1456 GLhandleARB obj);
1458 inline static int shader_get_regtype(const DWORD param) {
1459 return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
1460 ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
1463 extern unsigned int shader_get_float_offset(const DWORD reg);
1465 inline static BOOL shader_is_pshader_version(DWORD token) {
1466 return 0xFFFF0000 == (token & 0xFFFF0000);
1469 inline static BOOL shader_is_vshader_version(DWORD token) {
1470 return 0xFFFE0000 == (token & 0xFFFF0000);
1473 inline static BOOL shader_is_comment(DWORD token) {
1474 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1477 /*****************************************************************************
1478 * IDirect3DVertexShader implementation structure
1480 typedef struct IWineD3DVertexShaderImpl {
1481 /* IUnknown parts*/
1482 const IWineD3DVertexShaderVtbl *lpVtbl;
1483 LONG ref; /* Note: Ref counting not required */
1485 /* IWineD3DBaseShader */
1486 IWineD3DBaseShaderClass baseShader;
1488 /* IWineD3DVertexShaderImpl */
1489 IUnknown *parent;
1490 IWineD3DDeviceImpl *wineD3DDevice;
1492 DWORD usage;
1494 /* vertex declaration array mapping */
1495 DWORD arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE];
1497 /* run time datas... */
1498 VSHADERDATA *data;
1499 IWineD3DVertexDeclaration *vertexDeclaration;
1500 #if 0 /* needs reworking */
1501 /* run time datas */
1502 VSHADERINPUTDATA input;
1503 VSHADEROUTPUTDATA output;
1504 #endif
1505 } IWineD3DVertexShaderImpl;
1506 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1507 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1509 /*****************************************************************************
1510 * IDirect3DPixelShader implementation structure
1512 typedef struct IWineD3DPixelShaderImpl {
1513 /* IUnknown parts */
1514 const IWineD3DPixelShaderVtbl *lpVtbl;
1515 LONG ref; /* Note: Ref counting not required */
1517 /* IWineD3DBaseShader */
1518 IWineD3DBaseShaderClass baseShader;
1520 /* IWineD3DPixelShaderImpl */
1521 IUnknown *parent;
1522 IWineD3DDeviceImpl *wineD3DDevice;
1524 /* run time data */
1525 PSHADERDATA *data;
1527 #if 0 /* needs reworking */
1528 PSHADERINPUTDATA input;
1529 PSHADEROUTPUTDATA output;
1530 #endif
1531 } IWineD3DPixelShaderImpl;
1533 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1534 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1536 /*****************************************************************************
1537 * IWineD3DPalette implementation structure
1539 struct IWineD3DPaletteImpl {
1540 /* IUnknown parts */
1541 const IWineD3DPaletteVtbl *lpVtbl;
1542 LONG ref;
1544 IUnknown *parent;
1545 IWineD3DDeviceImpl *wineD3DDevice;
1547 /* IWineD3DPalette */
1548 HPALETTE hpal;
1549 WORD palVersion; /*| */
1550 WORD palNumEntries; /*| LOGPALETTE */
1551 PALETTEENTRY palents[256]; /*| */
1552 /* This is to store the palette in 'screen format' */
1553 int screen_palents[256];
1554 DWORD Flags;
1557 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1558 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1560 /* DirectDraw utility functions */
1561 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1562 LONG get_bitmask_red(WINED3DFORMAT fmt);
1563 LONG get_bitmask_green(WINED3DFORMAT fmt);
1564 LONG get_bitmask_blue(WINED3DFORMAT fmt);
1565 LONG get_bitmask_alpha(WINED3DFORMAT fmt);
1566 BOOL isFourcc(WINED3DFORMAT fmt);
1568 #endif