wined3d: Make the min mip lookup type a texture property.
[wine/wine-kai.git] / dlls / wined3d / wined3d_private.h
blob46075fa80340afcbb6640bc048aa676ed286cdd1
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116 extern minMipLookup_t minMipLookup;
118 void init_type_lookup(WineD3D_GL_Info *gl_info);
119 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
120 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
121 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
122 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
123 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
125 /* The following functions convert 16 bit floats in the FLOAT16 data type
126 * to standard C floats and vice versa. They do not depend on the encoding
127 * of the C float, so they are platform independent, but slow. On x86 and
128 * other IEEE 754 compliant platforms the conversion can be accelerated with
129 * bitshifting the exponent and mantissa. There are also some SSE-based
130 * assembly routines out there
132 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
134 static inline float float_16_to_32(const unsigned short *in) {
135 const unsigned short s = ((*in) & 0x8000);
136 const unsigned short e = ((*in) & 0x7C00) >> 10;
137 const unsigned short m = (*in) & 0x3FF;
138 const float sgn = (s ? -1.0 : 1.0);
140 if(e == 0) {
141 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
142 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
143 } else if(e < 31) {
144 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
145 } else {
146 if(m == 0) return sgn / 0.0; /* +INF / -INF */
147 else return 0.0 / 0.0; /* NAN */
151 static inline unsigned short float_32_to_16(const float *in) {
152 int exp = 0;
153 float tmp = fabs(*in);
154 unsigned int mantissa;
155 unsigned short ret;
157 /* Deal with special numbers */
158 if(*in == 0.0) return 0x0000;
159 if(isnan(*in)) return 0x7C01;
160 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
162 if(tmp < pow(2, 10)) {
165 tmp = tmp * 2.0;
166 exp--;
167 }while(tmp < pow(2, 10));
168 } else if(tmp >= pow(2, 11)) {
171 tmp /= 2.0;
172 exp++;
173 }while(tmp >= pow(2, 11));
176 mantissa = (unsigned int) tmp;
177 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
179 exp += 10; /* Normalize the mantissa */
180 exp += 15; /* Exponent is encoded with excess 15 */
182 if(exp > 30) { /* too big */
183 ret = 0x7c00; /* INF */
184 } else if(exp <= 0) {
185 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
186 while(exp <= 0) {
187 mantissa = mantissa >> 1;
188 exp++;
190 ret = mantissa & 0x3ff;
191 } else {
192 ret = (exp << 10) | (mantissa & 0x3ff);
195 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
196 return ret;
200 * Settings
202 #define VS_NONE 0
203 #define VS_HW 1
205 #define PS_NONE 0
206 #define PS_HW 1
208 #define VBO_NONE 0
209 #define VBO_HW 1
211 #define NP2_NONE 0
212 #define NP2_REPACK 1
213 #define NP2_NATIVE 2
215 #define ORM_BACKBUFFER 0
216 #define ORM_PBUFFER 1
217 #define ORM_FBO 2
219 #define SHADER_ARB 1
220 #define SHADER_GLSL 2
221 #define SHADER_ATI 3
222 #define SHADER_NONE 4
224 #define RTL_DISABLE -1
225 #define RTL_AUTO 0
226 #define RTL_READDRAW 1
227 #define RTL_READTEX 2
228 #define RTL_TEXDRAW 3
229 #define RTL_TEXTEX 4
231 /* NOTE: When adding fields to this structure, make sure to update the default
232 * values in wined3d_main.c as well. */
233 typedef struct wined3d_settings_s {
234 /* vertex and pixel shader modes */
235 int vs_mode;
236 int ps_mode;
237 int vbo_mode;
238 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
239 we should use it. However, until it's fully implemented, we'll leave it as a registry
240 setting for developers. */
241 BOOL glslRequested;
242 int offscreen_rendering_mode;
243 int rendertargetlock_mode;
244 /* Memory tracking and object counting */
245 unsigned int emulated_textureram;
246 char *logo;
247 } wined3d_settings_t;
249 extern wined3d_settings_t wined3d_settings;
251 /* Shader backends */
252 struct SHADER_OPCODE_ARG;
254 #define SHADER_PGMSIZE 65535
255 typedef struct SHADER_BUFFER {
256 char* buffer;
257 unsigned int bsize;
258 unsigned int lineNo;
259 BOOL newline;
260 } SHADER_BUFFER;
262 struct shader_caps {
263 DWORD PrimitiveMiscCaps;
265 DWORD TextureOpCaps;
266 DWORD MaxTextureBlendStages;
267 DWORD MaxSimultaneousTextures;
269 DWORD VertexShaderVersion;
270 DWORD MaxVertexShaderConst;
272 DWORD PixelShaderVersion;
273 float PixelShader1xMaxValue;
275 WINED3DVSHADERCAPS2_0 VS20Caps;
276 WINED3DPSHADERCAPS2_0 PS20Caps;
278 DWORD MaxVShaderInstructionsExecuted;
279 DWORD MaxPShaderInstructionsExecuted;
280 DWORD MaxVertexShader30InstructionSlots;
281 DWORD MaxPixelShader30InstructionSlots;
284 typedef struct {
285 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
286 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
287 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
288 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
289 void (*shader_cleanup)(IWineD3DDevice *iface);
290 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
291 void (*shader_destroy)(IWineD3DBaseShader *iface);
292 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
293 void (*shader_free_private)(IWineD3DDevice *iface);
294 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
295 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
296 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
297 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
298 void (*shader_dll_load_init)(void);
299 const struct StateEntry *StateTable;
300 } shader_backend_t;
302 extern const shader_backend_t atifs_shader_backend;
303 extern const shader_backend_t glsl_shader_backend;
304 extern const shader_backend_t arb_program_shader_backend;
305 extern const shader_backend_t none_shader_backend;
307 /* GLSL shader private data */
308 struct shader_glsl_priv {
309 GLhandleARB depth_blt_glsl_program_id;
312 /* ARB_program_shader private data */
313 struct shader_arb_priv {
314 GLuint depth_blt_vprogram_id;
315 GLuint depth_blt_fprogram_id;
318 /* X11 locking */
320 extern void (*wine_tsx11_lock_ptr)(void);
321 extern void (*wine_tsx11_unlock_ptr)(void);
323 /* As GLX relies on X, this is needed */
324 extern int num_lock;
326 #if 0
327 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
328 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
329 #else
330 #define ENTER_GL() wine_tsx11_lock_ptr()
331 #define LEAVE_GL() wine_tsx11_unlock_ptr()
332 #endif
334 /*****************************************************************************
335 * Defines
338 /* GL related defines */
339 /* ------------------ */
340 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
341 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
342 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
343 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
345 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
346 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
347 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
348 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
350 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
351 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
352 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
353 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
355 #define D3DCOLORTOGLFLOAT4(dw, vec) \
356 (vec)[0] = D3DCOLOR_R(dw); \
357 (vec)[1] = D3DCOLOR_G(dw); \
358 (vec)[2] = D3DCOLOR_B(dw); \
359 (vec)[3] = D3DCOLOR_A(dw);
361 /* DirectX Device Limits */
362 /* --------------------- */
363 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
365 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
366 See MaxStreams in MSDN under GetDeviceCaps */
367 /* Maximum number of constants provided to the shaders */
368 #define HIGHEST_TRANSFORMSTATE 512
369 /* Highest value in WINED3DTRANSFORMSTATETYPE */
371 /* Checking of API calls */
372 /* --------------------- */
373 #define checkGLcall(A) \
375 GLint err = glGetError(); \
376 if (err == GL_NO_ERROR) { \
377 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
379 } else do { \
380 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
381 debug_glerror(err), err, A, __FILE__, __LINE__); \
382 err = glGetError(); \
383 } while (err != GL_NO_ERROR); \
386 /* Trace routines / diagnostics */
387 /* ---------------------------- */
389 /* Dump out a matrix and copy it */
390 #define conv_mat(mat,gl_mat) \
391 do { \
392 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
393 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
394 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
395 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
396 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
397 } while (0)
399 /* Macro to dump out the current state of the light chain */
400 #define DUMP_LIGHT_CHAIN() \
402 PLIGHTINFOEL *el = This->stateBlock->lights;\
403 while (el) { \
404 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
405 el = el->next; \
409 /* Trace vector and strided data information */
410 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
411 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
412 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
414 /* Defines used for optimizations */
416 /* Only reapply what is necessary */
417 #define REAPPLY_ALPHAOP 0x0001
418 #define REAPPLY_ALL 0xFFFF
420 /* Advance declaration of structures to satisfy compiler */
421 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
422 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
423 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
424 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
426 /* Global variables */
427 extern const float identity[16];
429 /*****************************************************************************
430 * Compilable extra diagnostics
433 /* Trace information per-vertex: (extremely high amount of trace) */
434 #if 0 /* NOTE: Must be 0 in cvs */
435 # define VTRACE(A) TRACE A
436 #else
437 # define VTRACE(A)
438 #endif
440 /* Checking of per-vertex related GL calls */
441 /* --------------------- */
442 #define vcheckGLcall(A) \
444 GLint err = glGetError(); \
445 if (err == GL_NO_ERROR) { \
446 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
448 } else do { \
449 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
450 debug_glerror(err), err, A, __FILE__, __LINE__); \
451 err = glGetError(); \
452 } while (err != GL_NO_ERROR); \
455 /* TODO: Confirm each of these works when wined3d move completed */
456 #if 0 /* NOTE: Must be 0 in cvs */
457 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
458 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
459 is enabled, and if it doesn't exist it is disabled. */
460 # define FRAME_DEBUGGING
461 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
462 the file is deleted */
463 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
464 # define SINGLE_FRAME_DEBUGGING
465 # endif
466 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
467 It can only be enabled when FRAME_DEBUGGING is also enabled
468 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
469 array is drawn. */
470 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
471 # define SHOW_FRAME_MAKEUP 1
472 # endif
473 /* The following, when enabled, lets you see the makeup of the all the textures used during each
474 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
475 The contents of the textures assigned to each stage are written into
476 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
477 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
478 # define SHOW_TEXTURE_MAKEUP 0
479 # endif
480 extern BOOL isOn;
481 extern BOOL isDumpingFrames;
482 extern LONG primCounter;
483 #endif
485 /*****************************************************************************
486 * Prototypes
489 /* Routine common to the draw primitive and draw indexed primitive routines */
490 void drawPrimitive(IWineD3DDevice *iface,
491 int PrimitiveType,
492 long NumPrimitives,
493 /* for Indexed: */
494 long StartVertexIndex,
495 UINT numberOfVertices,
496 long StartIdx,
497 short idxBytes,
498 const void *idxData,
499 int minIndex);
501 void primitiveDeclarationConvertToStridedData(
502 IWineD3DDevice *iface,
503 BOOL useVertexShaderFunction,
504 WineDirect3DVertexStridedData *strided,
505 BOOL *fixup);
507 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
509 typedef void (*glAttribFunc)(void *data);
510 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
511 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
512 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
513 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
514 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
516 #define eps 1e-8
518 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
519 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
521 void depth_copy(IWineD3DDevice *iface);
523 /* Routines and structures related to state management */
524 typedef struct WineD3DContext WineD3DContext;
525 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
527 #define STATE_RENDER(a) (a)
528 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
530 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
531 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
533 /* + 1 because samplers start with 0 */
534 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
535 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
537 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
538 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
540 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
541 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
543 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
544 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
545 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
546 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
548 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
549 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
551 #define STATE_VSHADER (STATE_VDECL + 1)
552 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
554 #define STATE_VIEWPORT (STATE_VSHADER + 1)
555 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
557 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
558 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
559 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
560 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
562 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
563 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
565 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
566 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
568 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
569 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
571 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
573 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
575 #define STATE_HIGHEST (STATE_FRONTFACE)
577 struct StateEntry
579 DWORD representative;
580 APPLYSTATEFUNC apply;
583 /* "Base" state table */
584 extern const struct StateEntry FFPStateTable[];
586 /* The new context manager that should deal with onscreen and offscreen rendering */
587 struct WineD3DContext {
588 /* State dirtification
589 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
590 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
591 * 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
592 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
594 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
595 DWORD numDirtyEntries;
596 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
598 IWineD3DSurface *surface;
599 DWORD tid; /* Thread ID which owns this context at the moment */
601 /* Stores some information about the context state for optimization */
602 GLint last_draw_buffer;
603 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
604 BOOL last_was_pshader;
605 BOOL last_was_vshader;
606 BOOL last_was_foggy_shader;
607 BOOL namedArraysLoaded, numberedArraysLoaded;
608 BOOL lastWasPow2Texture[MAX_TEXTURES];
609 GLenum tracking_parm; /* Which source is tracking current colour */
610 unsigned char num_untracked_materials;
611 GLenum untracked_materials[2];
612 BOOL last_was_blit, last_was_ckey;
613 char texShaderBumpMap;
614 BOOL fog_coord;
616 char *vshader_const_dirty, *pshader_const_dirty;
618 /* The actual opengl context */
619 HGLRC glCtx;
620 HWND win_handle;
621 HDC hdc;
622 HPBUFFERARB pbuffer;
623 BOOL isPBuffer;
624 GLint aux_buffers;
627 typedef enum ContextUsage {
628 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
629 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
630 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
631 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
632 } ContextUsage;
634 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
635 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
636 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
637 void apply_fbo_state(IWineD3DDevice *iface);
639 /* Macros for doing basic GPU detection based on opengl capabilities */
640 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
641 #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])
642 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
643 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
645 /* Default callbacks for implicit object destruction */
646 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
648 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
650 /*****************************************************************************
651 * Internal representation of a light
653 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
654 struct PLIGHTINFOEL {
655 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
656 DWORD OriginalIndex;
657 LONG glIndex;
658 BOOL changed;
659 BOOL enabledChanged;
660 BOOL enabled;
662 /* Converted parms to speed up swapping lights */
663 float lightPosn[4];
664 float lightDirn[4];
665 float exponent;
666 float cutoff;
668 struct list entry;
671 /* The default light parameters */
672 extern const WINED3DLIGHT WINED3D_default_light;
674 typedef struct WineD3D_PixelFormat
676 int iPixelFormat; /* WGL pixel format */
677 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
678 int redSize, greenSize, blueSize, alphaSize;
679 int depthSize, stencilSize;
680 BOOL windowDrawable;
681 BOOL pbufferDrawable;
682 } WineD3D_PixelFormat;
684 /* The adapter structure */
685 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
686 struct WineD3DAdapter
688 UINT num;
689 BOOL opengl;
690 POINT monitorPoint;
691 WineD3D_GL_Info gl_info;
692 const char *driver;
693 const char *description;
694 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
695 int nCfgs;
696 WineD3D_PixelFormat *cfgs;
697 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
698 unsigned int UsedTextureRam;
701 extern BOOL InitAdapters(void);
702 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
703 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
705 /*****************************************************************************
706 * High order patch management
708 struct WineD3DRectPatch
710 UINT Handle;
711 float *mem;
712 WineDirect3DVertexStridedData strided;
713 WINED3DRECTPATCH_INFO RectPatchInfo;
714 float numSegs[4];
715 char has_normals, has_texcoords;
716 struct list entry;
719 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
721 enum projection_types
723 proj_none,
724 proj_count3,
725 proj_count4
728 /*****************************************************************************
729 * Fixed function pipeline replacements
731 struct texture_stage_op
733 WINED3DTEXTUREOP cop, aop;
734 DWORD carg1, carg2, carg0;
735 DWORD aarg1, aarg2, aarg0;
736 WINED3DFORMAT color_correction;
737 DWORD dst;
738 enum projection_types projected;
741 struct ffp_desc
743 struct texture_stage_op op[MAX_TEXTURES];
744 struct list entry;
747 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
748 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
749 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
751 /*****************************************************************************
752 * IWineD3D implementation structure
754 typedef struct IWineD3DImpl
756 /* IUnknown fields */
757 const IWineD3DVtbl *lpVtbl;
758 LONG ref; /* Note: Ref counting not required */
760 /* WineD3D Information */
761 IUnknown *parent;
762 UINT dxVersion;
763 } IWineD3DImpl;
765 extern const IWineD3DVtbl IWineD3D_Vtbl;
767 /* TODO: setup some flags in the registry to enable, disable pbuffer support
768 (since it will break quite a few things until contexts are managed properly!) */
769 extern BOOL pbuffer_support;
770 /* allocate one pbuffer per surface */
771 extern BOOL pbuffer_per_surface;
773 /* A helper function that dumps a resource list */
774 void dumpResources(struct list *list);
776 /*****************************************************************************
777 * IWineD3DDevice implementation structure
779 struct IWineD3DDeviceImpl
781 /* IUnknown fields */
782 const IWineD3DDeviceVtbl *lpVtbl;
783 LONG ref; /* Note: Ref counting not required */
785 /* WineD3D Information */
786 IUnknown *parent;
787 IWineD3D *wineD3D;
788 struct WineD3DAdapter *adapter;
790 /* Window styles to restore when switching fullscreen mode */
791 LONG style;
792 LONG exStyle;
794 /* X and GL Information */
795 GLint maxConcurrentLights;
796 GLenum offscreenBuffer;
798 /* Selected capabilities */
799 int vs_selected_mode;
800 int ps_selected_mode;
801 const shader_backend_t *shader_backend;
802 hash_table_t *glsl_program_lookup;
803 void *shader_priv;
805 /* To store */
806 BOOL view_ident; /* true iff view matrix is identity */
807 BOOL untransformed;
808 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
809 unsigned char surface_alignment; /* Line Alignment of surfaces */
811 /* State block related */
812 BOOL isRecordingState;
813 IWineD3DStateBlockImpl *stateBlock;
814 IWineD3DStateBlockImpl *updateStateBlock;
815 BOOL isInDraw;
817 /* Internal use fields */
818 WINED3DDEVICE_CREATION_PARAMETERS createParms;
819 UINT adapterNo;
820 WINED3DDEVTYPE devType;
822 IWineD3DSwapChain **swapchains;
823 UINT NumberOfSwapChains;
825 struct list resources; /* a linked list to track resources created by the device */
826 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
827 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
829 /* Render Target Support */
830 IWineD3DSurface **render_targets;
831 IWineD3DSurface *auto_depth_stencil_buffer;
832 IWineD3DSurface **fbo_color_attachments;
833 IWineD3DSurface *fbo_depth_attachment;
835 IWineD3DSurface *stencilBufferTarget;
837 /* Caches to avoid unneeded context changes */
838 IWineD3DSurface *lastActiveRenderTarget;
839 IWineD3DSwapChain *lastActiveSwapChain;
841 /* palettes texture management */
842 UINT NumberOfPalettes;
843 PALETTEENTRY **palettes;
844 UINT currentPalette;
845 UINT paletteConversionShader;
847 /* For rendering to a texture using glCopyTexImage */
848 BOOL render_offscreen;
849 WINED3D_DEPTHCOPYSTATE depth_copy_state;
850 GLuint fbo;
851 GLuint src_fbo;
852 GLuint dst_fbo;
853 GLenum *draw_buffers;
854 GLuint depth_blt_texture;
856 /* Cursor management */
857 BOOL bCursorVisible;
858 UINT xHotSpot;
859 UINT yHotSpot;
860 UINT xScreenSpace;
861 UINT yScreenSpace;
862 UINT cursorWidth, cursorHeight;
863 GLuint cursorTexture;
864 BOOL haveHardwareCursor;
865 HCURSOR hardwareCursor;
867 /* The Wine logo surface */
868 IWineD3DSurface *logo_surface;
870 /* Textures for when no other textures are mapped */
871 UINT dummyTextureName[MAX_TEXTURES];
873 /* Debug stream management */
874 BOOL debug;
876 /* Device state management */
877 HRESULT state;
878 BOOL d3d_initialized;
880 /* A flag to check for proper BeginScene / EndScene call pairs */
881 BOOL inScene;
883 /* process vertex shaders using software or hardware */
884 BOOL softwareVertexProcessing;
886 /* DirectDraw stuff */
887 HWND ddraw_window;
888 IWineD3DSurface *ddraw_primary;
889 DWORD ddraw_width, ddraw_height;
890 WINED3DFORMAT ddraw_format;
891 BOOL ddraw_fullscreen;
893 /* Final position fixup constant */
894 float posFixup[4];
896 /* With register combiners we can skip junk texture stages */
897 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
898 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
899 BOOL fixed_function_usage_map[MAX_TEXTURES];
901 /* Stream source management */
902 WineDirect3DVertexStridedData strided_streams;
903 WineDirect3DVertexStridedData *up_strided;
904 BOOL useDrawStridedSlow;
905 BOOL instancedDraw;
907 /* Context management */
908 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
909 WineD3DContext *activeContext;
910 DWORD lastThread;
911 UINT numContexts;
912 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
913 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
915 /* High level patch management */
916 #define PATCHMAP_SIZE 43
917 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
918 struct list patches[PATCHMAP_SIZE];
919 struct WineD3DRectPatch *currentPatch;
922 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
924 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
925 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
926 float Z, DWORD Stencil);
927 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
928 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
929 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
930 DWORD idx = state >> 5;
931 BYTE shift = state & 0x1f;
932 return context->isStateDirty[idx] & (1 << shift);
935 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
936 typedef struct PrivateData
938 struct list entry;
940 GUID tag;
941 DWORD flags; /* DDSPD_* */
942 DWORD uniqueness_value;
944 union
946 LPVOID data;
947 LPUNKNOWN object;
948 } ptr;
950 DWORD size;
951 } PrivateData;
953 /*****************************************************************************
954 * IWineD3DResource implementation structure
956 typedef struct IWineD3DResourceClass
958 /* IUnknown fields */
959 LONG ref; /* Note: Ref counting not required */
961 /* WineD3DResource Information */
962 IUnknown *parent;
963 WINED3DRESOURCETYPE resourceType;
964 IWineD3DDeviceImpl *wineD3DDevice;
965 WINED3DPOOL pool;
966 UINT size;
967 DWORD usage;
968 WINED3DFORMAT format;
969 BYTE *allocatedMemory; /* Pointer to the real data location */
970 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
971 struct list privateData;
972 struct list resource_list_entry;
974 } IWineD3DResourceClass;
976 typedef struct IWineD3DResourceImpl
978 /* IUnknown & WineD3DResource Information */
979 const IWineD3DResourceVtbl *lpVtbl;
980 IWineD3DResourceClass resource;
981 } IWineD3DResourceImpl;
983 /* Tests show that the start address of resources is 32 byte aligned */
984 #define RESOURCE_ALIGNMENT 32
986 /*****************************************************************************
987 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
989 enum vbo_conversion_type {
990 CONV_NONE = 0,
991 CONV_D3DCOLOR = 1,
992 CONV_POSITIONT = 2,
993 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
995 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
996 * fixed function semantics as D3DCOLOR or FLOAT16
1000 typedef struct IWineD3DVertexBufferImpl
1002 /* IUnknown & WineD3DResource Information */
1003 const IWineD3DVertexBufferVtbl *lpVtbl;
1004 IWineD3DResourceClass resource;
1006 /* WineD3DVertexBuffer specifics */
1007 DWORD fvf;
1009 /* Vertex buffer object support */
1010 GLuint vbo;
1011 BYTE Flags;
1012 LONG bindCount;
1013 LONG vbo_size;
1014 GLenum vbo_usage;
1016 UINT dirtystart, dirtyend;
1017 LONG lockcount;
1019 LONG declChanges, draws;
1020 /* Last description of the buffer */
1021 DWORD stride; /* 0 if no conversion */
1022 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1024 /* Extra load offsets, for FLOAT16 conversion */
1025 DWORD *conv_shift; /* NULL if no shifted conversion */
1026 DWORD conv_stride; /* 0 if no shifted conversion */
1027 } IWineD3DVertexBufferImpl;
1029 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1031 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1032 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1033 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1034 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1036 /*****************************************************************************
1037 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1039 typedef struct IWineD3DIndexBufferImpl
1041 /* IUnknown & WineD3DResource Information */
1042 const IWineD3DIndexBufferVtbl *lpVtbl;
1043 IWineD3DResourceClass resource;
1045 GLuint vbo;
1046 UINT dirtystart, dirtyend;
1047 LONG lockcount;
1049 /* WineD3DVertexBuffer specifics */
1050 } IWineD3DIndexBufferImpl;
1052 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1054 /*****************************************************************************
1055 * IWineD3DBaseTexture D3D- > openGL state map lookups
1057 #define WINED3DFUNC_NOTSUPPORTED -2
1058 #define WINED3DFUNC_UNIMPLEMENTED -1
1060 typedef enum winetexturestates {
1061 WINED3DTEXSTA_ADDRESSU = 0,
1062 WINED3DTEXSTA_ADDRESSV = 1,
1063 WINED3DTEXSTA_ADDRESSW = 2,
1064 WINED3DTEXSTA_BORDERCOLOR = 3,
1065 WINED3DTEXSTA_MAGFILTER = 4,
1066 WINED3DTEXSTA_MINFILTER = 5,
1067 WINED3DTEXSTA_MIPFILTER = 6,
1068 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1069 WINED3DTEXSTA_MAXANISOTROPY = 8,
1070 WINED3DTEXSTA_SRGBTEXTURE = 9,
1071 WINED3DTEXSTA_ELEMENTINDEX = 10,
1072 WINED3DTEXSTA_DMAPOFFSET = 11,
1073 WINED3DTEXSTA_TSSADDRESSW = 12,
1074 MAX_WINETEXTURESTATES = 13,
1075 } winetexturestates;
1077 /*****************************************************************************
1078 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1080 typedef struct IWineD3DBaseTextureClass
1082 UINT levels;
1083 BOOL dirty;
1084 UINT textureName;
1085 UINT LOD;
1086 WINED3DTEXTUREFILTERTYPE filterType;
1087 DWORD states[MAX_WINETEXTURESTATES];
1088 LONG bindCount;
1089 DWORD sampler;
1090 BOOL is_srgb;
1091 UINT srgb_mode_change_count;
1092 WINED3DFORMAT shader_conversion_group;
1093 float pow2Matrix[16];
1094 minMipLookup_t *minMipLookup;
1095 } IWineD3DBaseTextureClass;
1097 typedef struct IWineD3DBaseTextureImpl
1099 /* IUnknown & WineD3DResource Information */
1100 const IWineD3DBaseTextureVtbl *lpVtbl;
1101 IWineD3DResourceClass resource;
1102 IWineD3DBaseTextureClass baseTexture;
1104 } IWineD3DBaseTextureImpl;
1106 /*****************************************************************************
1107 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1109 typedef struct IWineD3DTextureImpl
1111 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1112 const IWineD3DTextureVtbl *lpVtbl;
1113 IWineD3DResourceClass resource;
1114 IWineD3DBaseTextureClass baseTexture;
1116 /* IWineD3DTexture */
1117 IWineD3DSurface *surfaces[MAX_LEVELS];
1119 UINT width;
1120 UINT height;
1121 UINT target;
1123 } IWineD3DTextureImpl;
1125 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1127 /*****************************************************************************
1128 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1130 typedef struct IWineD3DCubeTextureImpl
1132 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1133 const IWineD3DCubeTextureVtbl *lpVtbl;
1134 IWineD3DResourceClass resource;
1135 IWineD3DBaseTextureClass baseTexture;
1137 /* IWineD3DCubeTexture */
1138 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1140 UINT edgeLength;
1141 } IWineD3DCubeTextureImpl;
1143 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1145 typedef struct _WINED3DVOLUMET_DESC
1147 UINT Width;
1148 UINT Height;
1149 UINT Depth;
1150 } WINED3DVOLUMET_DESC;
1152 /*****************************************************************************
1153 * IWineD3DVolume implementation structure (extends IUnknown)
1155 typedef struct IWineD3DVolumeImpl
1157 /* IUnknown & WineD3DResource fields */
1158 const IWineD3DVolumeVtbl *lpVtbl;
1159 IWineD3DResourceClass resource;
1161 /* WineD3DVolume Information */
1162 WINED3DVOLUMET_DESC currentDesc;
1163 IWineD3DBase *container;
1164 UINT bytesPerPixel;
1166 BOOL lockable;
1167 BOOL locked;
1168 WINED3DBOX lockedBox;
1169 WINED3DBOX dirtyBox;
1170 BOOL dirty;
1173 } IWineD3DVolumeImpl;
1175 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1177 /*****************************************************************************
1178 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1180 typedef struct IWineD3DVolumeTextureImpl
1182 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1183 const IWineD3DVolumeTextureVtbl *lpVtbl;
1184 IWineD3DResourceClass resource;
1185 IWineD3DBaseTextureClass baseTexture;
1187 /* IWineD3DVolumeTexture */
1188 IWineD3DVolume *volumes[MAX_LEVELS];
1190 UINT width;
1191 UINT height;
1192 UINT depth;
1193 } IWineD3DVolumeTextureImpl;
1195 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1197 typedef struct _WINED3DSURFACET_DESC
1199 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1200 DWORD MultiSampleQuality;
1201 UINT Width;
1202 UINT Height;
1203 } WINED3DSURFACET_DESC;
1205 /*****************************************************************************
1206 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1208 typedef struct wineD3DSurface_DIB {
1209 HBITMAP DIBsection;
1210 void* bitmap_data;
1211 UINT bitmap_size;
1212 HGDIOBJ holdbitmap;
1213 BOOL client_memory;
1214 } wineD3DSurface_DIB;
1216 typedef struct {
1217 struct list entry;
1218 GLuint id;
1219 UINT width;
1220 UINT height;
1221 } renderbuffer_entry_t;
1223 /*****************************************************************************
1224 * IWineD3DClipp implementation structure
1226 typedef struct IWineD3DClipperImpl
1228 const IWineD3DClipperVtbl *lpVtbl;
1229 LONG ref;
1231 IUnknown *Parent;
1232 HWND hWnd;
1233 } IWineD3DClipperImpl;
1236 /*****************************************************************************
1237 * IWineD3DSurface implementation structure
1239 struct IWineD3DSurfaceImpl
1241 /* IUnknown & IWineD3DResource Information */
1242 const IWineD3DSurfaceVtbl *lpVtbl;
1243 IWineD3DResourceClass resource;
1245 /* IWineD3DSurface fields */
1246 IWineD3DBase *container;
1247 WINED3DSURFACET_DESC currentDesc;
1248 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1249 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1251 UINT bytesPerPixel;
1253 /* TODO: move this off into a management class(maybe!) */
1254 DWORD Flags;
1256 UINT pow2Width;
1257 UINT pow2Height;
1259 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1260 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1262 /* Oversized texture */
1263 RECT glRect;
1265 /* PBO */
1266 GLuint pbo;
1268 RECT lockedRect;
1269 RECT dirtyRect;
1270 int lockCount;
1271 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1273 glDescriptor glDescription;
1274 BOOL srgb;
1276 /* For GetDC */
1277 wineD3DSurface_DIB dib;
1278 HDC hDC;
1280 /* Color keys for DDraw */
1281 WINEDDCOLORKEY DestBltCKey;
1282 WINEDDCOLORKEY DestOverlayCKey;
1283 WINEDDCOLORKEY SrcOverlayCKey;
1284 WINEDDCOLORKEY SrcBltCKey;
1285 DWORD CKeyFlags;
1287 WINEDDCOLORKEY glCKey;
1289 struct list renderbuffers;
1290 renderbuffer_entry_t *current_renderbuffer;
1292 /* DirectDraw clippers */
1293 IWineD3DClipper *clipper;
1296 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1297 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1299 /* Predeclare the shared Surface functions */
1300 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1301 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1302 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1304 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1307 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1308 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1309 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1320 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1329 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1333 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1335 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1337 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1338 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1339 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1340 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1342 /* Surface flags: */
1343 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1344 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1345 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1346 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1347 #define SFLAG_DISCARD 0x00000010 /* ??? */
1348 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1349 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1350 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1351 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1352 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1353 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1354 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1355 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1356 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1357 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1358 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1359 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1360 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1361 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1363 /* In some conditions the surface memory must not be freed:
1364 * SFLAG_OVERSIZE: Not all data can be kept in GL
1365 * SFLAG_CONVERTED: Converting the data back would take too long
1366 * SFLAG_DIBSECTION: The dib code manages the memory
1367 * SFLAG_LOCKED: The app requires access to the surface data
1368 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1369 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1370 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1371 * SFLAG_CLIENT: OpenGL uses our memory as backup
1373 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1374 SFLAG_CONVERTED | \
1375 SFLAG_DIBSECTION | \
1376 SFLAG_LOCKED | \
1377 SFLAG_DYNLOCK | \
1378 SFLAG_DYNCHANGE | \
1379 SFLAG_USERPTR | \
1380 SFLAG_PBO | \
1381 SFLAG_CLIENT)
1383 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1384 SFLAG_INTEXTURE | \
1385 SFLAG_INDRAWABLE)
1386 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1388 typedef enum {
1389 NO_CONVERSION,
1390 CONVERT_PALETTED,
1391 CONVERT_PALETTED_CK,
1392 CONVERT_CK_565,
1393 CONVERT_CK_5551,
1394 CONVERT_CK_4444,
1395 CONVERT_CK_4444_ARGB,
1396 CONVERT_CK_1555,
1397 CONVERT_555,
1398 CONVERT_CK_RGB24,
1399 CONVERT_CK_8888,
1400 CONVERT_CK_8888_ARGB,
1401 CONVERT_RGB32_888,
1402 CONVERT_V8U8,
1403 CONVERT_L6V5U5,
1404 CONVERT_X8L8V8U8,
1405 CONVERT_Q8W8V8U8,
1406 CONVERT_V16U16,
1407 CONVERT_A4L4,
1408 CONVERT_R32F,
1409 CONVERT_R16F,
1410 CONVERT_G16R16,
1411 } CONVERT_TYPES;
1413 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1415 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1417 /*****************************************************************************
1418 * IWineD3DVertexDeclaration implementation structure
1420 typedef struct attrib_declaration {
1421 DWORD usage;
1422 DWORD idx;
1423 } attrib_declaration;
1425 #define MAX_ATTRIBS 16
1427 typedef struct IWineD3DVertexDeclarationImpl {
1428 /* IUnknown Information */
1429 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1430 LONG ref;
1432 IUnknown *parent;
1433 IWineD3DDeviceImpl *wineD3DDevice;
1435 WINED3DVERTEXELEMENT *pDeclarationWine;
1436 UINT declarationWNumElements;
1438 DWORD streams[MAX_STREAMS];
1439 UINT num_streams;
1440 BOOL position_transformed;
1441 BOOL half_float_conv_needed;
1443 /* Ordered array of declaration types that need swizzling in a vshader */
1444 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1445 UINT num_swizzled_attribs;
1446 } IWineD3DVertexDeclarationImpl;
1448 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1450 /*****************************************************************************
1451 * IWineD3DStateBlock implementation structure
1454 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1455 /* Note: Very long winded but gl Lists are not flexible enough */
1456 /* to resolve everything we need, so doing it manually for now */
1457 typedef struct SAVEDSTATES {
1458 BOOL indices;
1459 BOOL material;
1460 BOOL fvf;
1461 BOOL streamSource[MAX_STREAMS];
1462 BOOL streamFreq[MAX_STREAMS];
1463 BOOL textures[MAX_COMBINED_SAMPLERS];
1464 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1465 BOOL viewport;
1466 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1467 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1468 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1469 BOOL clipplane[MAX_CLIPPLANES];
1470 BOOL vertexDecl;
1471 BOOL pixelShader;
1472 BOOL pixelShaderConstantsB[MAX_CONST_B];
1473 BOOL pixelShaderConstantsI[MAX_CONST_I];
1474 BOOL *pixelShaderConstantsF;
1475 BOOL vertexShader;
1476 BOOL vertexShaderConstantsB[MAX_CONST_B];
1477 BOOL vertexShaderConstantsI[MAX_CONST_I];
1478 BOOL *vertexShaderConstantsF;
1479 BOOL scissorRect;
1480 } SAVEDSTATES;
1482 typedef struct {
1483 struct list entry;
1484 DWORD count;
1485 DWORD idx[13];
1486 } constants_entry;
1488 struct StageState {
1489 DWORD stage;
1490 DWORD state;
1493 struct IWineD3DStateBlockImpl
1495 /* IUnknown fields */
1496 const IWineD3DStateBlockVtbl *lpVtbl;
1497 LONG ref; /* Note: Ref counting not required */
1499 /* IWineD3DStateBlock information */
1500 IUnknown *parent;
1501 IWineD3DDeviceImpl *wineD3DDevice;
1502 WINED3DSTATEBLOCKTYPE blockType;
1504 /* Array indicating whether things have been set or changed */
1505 SAVEDSTATES changed;
1506 struct list set_vconstantsF;
1507 struct list set_pconstantsF;
1509 /* Drawing - Vertex Shader or FVF related */
1510 DWORD fvf;
1511 /* Vertex Shader Declaration */
1512 IWineD3DVertexDeclaration *vertexDecl;
1514 IWineD3DVertexShader *vertexShader;
1516 /* Vertex Shader Constants */
1517 BOOL vertexShaderConstantB[MAX_CONST_B];
1518 INT vertexShaderConstantI[MAX_CONST_I * 4];
1519 float *vertexShaderConstantF;
1521 /* Stream Source */
1522 BOOL streamIsUP;
1523 UINT streamStride[MAX_STREAMS];
1524 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1525 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1526 UINT streamFreq[MAX_STREAMS + 1];
1527 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1529 /* Indices */
1530 IWineD3DIndexBuffer* pIndexData;
1531 INT baseVertexIndex;
1532 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1534 /* Transform */
1535 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1537 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1538 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1539 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1540 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1541 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1543 /* Clipping */
1544 double clipplane[MAX_CLIPPLANES][4];
1545 WINED3DCLIPSTATUS clip_status;
1547 /* ViewPort */
1548 WINED3DVIEWPORT viewport;
1550 /* Material */
1551 WINED3DMATERIAL material;
1553 /* Pixel Shader */
1554 IWineD3DPixelShader *pixelShader;
1556 /* Pixel Shader Constants */
1557 BOOL pixelShaderConstantB[MAX_CONST_B];
1558 INT pixelShaderConstantI[MAX_CONST_I * 4];
1559 float *pixelShaderConstantF;
1561 /* RenderState */
1562 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1564 /* Texture */
1565 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1566 int textureDimensions[MAX_COMBINED_SAMPLERS];
1568 /* Texture State Stage */
1569 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1570 DWORD lowest_disabled_stage;
1571 /* Sampler States */
1572 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1574 /* Current GLSL Shader Program */
1575 struct glsl_shader_prog_link *glsl_program;
1577 /* Scissor test rectangle */
1578 RECT scissorRect;
1580 /* Contained state management */
1581 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1582 unsigned int num_contained_render_states;
1583 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1584 unsigned int num_contained_transform_states;
1585 DWORD contained_vs_consts_i[MAX_CONST_I];
1586 unsigned int num_contained_vs_consts_i;
1587 DWORD contained_vs_consts_b[MAX_CONST_B];
1588 unsigned int num_contained_vs_consts_b;
1589 DWORD *contained_vs_consts_f;
1590 unsigned int num_contained_vs_consts_f;
1591 DWORD contained_ps_consts_i[MAX_CONST_I];
1592 unsigned int num_contained_ps_consts_i;
1593 DWORD contained_ps_consts_b[MAX_CONST_B];
1594 unsigned int num_contained_ps_consts_b;
1595 DWORD *contained_ps_consts_f;
1596 unsigned int num_contained_ps_consts_f;
1597 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1598 unsigned int num_contained_tss_states;
1599 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1600 unsigned int num_contained_sampler_states;
1603 extern void stateblock_savedstates_set(
1604 IWineD3DStateBlock* iface,
1605 SAVEDSTATES* states,
1606 BOOL value);
1608 extern void stateblock_savedstates_copy(
1609 IWineD3DStateBlock* iface,
1610 SAVEDSTATES* dest,
1611 SAVEDSTATES* source);
1613 extern void stateblock_copy(
1614 IWineD3DStateBlock* destination,
1615 IWineD3DStateBlock* source);
1617 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1619 /* Direct3D terminology with little modifications. We do not have an issued state
1620 * because only the driver knows about it, but we have a created state because d3d
1621 * allows GetData on a created issue, but opengl doesn't
1623 enum query_state {
1624 QUERY_CREATED,
1625 QUERY_SIGNALLED,
1626 QUERY_BUILDING
1628 /*****************************************************************************
1629 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1631 typedef struct IWineD3DQueryImpl
1633 const IWineD3DQueryVtbl *lpVtbl;
1634 LONG ref; /* Note: Ref counting not required */
1636 IUnknown *parent;
1637 /*TODO: replace with iface usage */
1638 #if 0
1639 IWineD3DDevice *wineD3DDevice;
1640 #else
1641 IWineD3DDeviceImpl *wineD3DDevice;
1642 #endif
1644 /* IWineD3DQuery fields */
1645 enum query_state state;
1646 WINED3DQUERYTYPE type;
1647 /* TODO: Think about using a IUnknown instead of a void* */
1648 void *extendedData;
1651 } IWineD3DQueryImpl;
1653 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1654 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1655 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1657 /* Datastructures for IWineD3DQueryImpl.extendedData */
1658 typedef struct WineQueryOcclusionData {
1659 GLuint queryId;
1660 WineD3DContext *ctx;
1661 } WineQueryOcclusionData;
1663 typedef struct WineQueryEventData {
1664 GLuint fenceId;
1665 WineD3DContext *ctx;
1666 } WineQueryEventData;
1668 /*****************************************************************************
1669 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1672 typedef struct IWineD3DSwapChainImpl
1674 /*IUnknown part*/
1675 const IWineD3DSwapChainVtbl *lpVtbl;
1676 LONG ref; /* Note: Ref counting not required */
1678 IUnknown *parent;
1679 IWineD3DDeviceImpl *wineD3DDevice;
1681 /* IWineD3DSwapChain fields */
1682 IWineD3DSurface **backBuffer;
1683 IWineD3DSurface *frontBuffer;
1684 BOOL wantsDepthStencilBuffer;
1685 WINED3DPRESENT_PARAMETERS presentParms;
1686 DWORD orig_width, orig_height;
1687 WINED3DFORMAT orig_fmt;
1689 long prev_time, frames; /* Performance tracking */
1690 unsigned int vSyncCounter;
1692 WineD3DContext **context; /* Later a array for multithreading */
1693 unsigned int num_contexts;
1695 HWND win_handle;
1696 } IWineD3DSwapChainImpl;
1698 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1700 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1702 /*****************************************************************************
1703 * Utility function prototypes
1706 /* Trace routines */
1707 const char* debug_d3dformat(WINED3DFORMAT fmt);
1708 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1709 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1710 const char* debug_d3dusage(DWORD usage);
1711 const char* debug_d3dusagequery(DWORD usagequery);
1712 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1713 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1714 const char* debug_d3ddeclusage(BYTE usage);
1715 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1716 const char* debug_d3drenderstate(DWORD state);
1717 const char* debug_d3dsamplerstate(DWORD state);
1718 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1719 const char* debug_d3dtexturestate(DWORD state);
1720 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1721 const char* debug_d3dpool(WINED3DPOOL pool);
1722 const char *debug_fbostatus(GLenum status);
1723 const char *debug_glerror(GLenum error);
1724 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1725 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1727 /* Routines for GL <-> D3D values */
1728 GLenum StencilOp(DWORD op);
1729 GLenum CompareFunc(DWORD func);
1730 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1731 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1732 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1734 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1735 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1737 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1738 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1740 /* Math utils */
1741 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1742 unsigned int count_bits(unsigned int mask);
1744 /*****************************************************************************
1745 * To enable calling of inherited functions, requires prototypes
1747 * Note: Only require classes which are subclassed, ie resource, basetexture,
1749 /*** IUnknown methods ***/
1750 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1751 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1752 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1753 /*** IWineD3DResource methods ***/
1754 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1755 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1756 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1757 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1758 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1759 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1760 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1761 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1762 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1763 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1764 /*** class static members ***/
1765 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1767 /*** IUnknown methods ***/
1768 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1769 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1770 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1771 /*** IWineD3DResource methods ***/
1772 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1773 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1774 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1775 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1776 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1777 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1778 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1779 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1780 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1781 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1782 /*** IWineD3DBaseTexture methods ***/
1783 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1784 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1785 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1786 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1787 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1788 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1789 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1790 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1792 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1793 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1794 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1795 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1796 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1797 /*** class static members ***/
1798 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1800 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1802 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1803 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1804 * used if the user is using GLSL shaders. */
1805 struct glsl_shader_prog_link {
1806 struct list vshader_entry;
1807 struct list pshader_entry;
1808 GLhandleARB programId;
1809 GLhandleARB *vuniformF_locations;
1810 GLhandleARB *puniformF_locations;
1811 GLhandleARB vuniformI_locations[MAX_CONST_I];
1812 GLhandleARB puniformI_locations[MAX_CONST_I];
1813 GLhandleARB posFixup_location;
1814 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1815 GLhandleARB luminancescale_location[MAX_TEXTURES];
1816 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1817 GLhandleARB srgb_comparison_location;
1818 GLhandleARB srgb_mul_low_location;
1819 GLhandleARB ycorrection_location;
1820 GLhandleARB vshader;
1821 GLhandleARB pshader;
1824 typedef struct {
1825 GLhandleARB vshader;
1826 GLhandleARB pshader;
1827 } glsl_program_key_t;
1829 /* TODO: Make this dynamic, based on shader limits ? */
1830 #define MAX_REG_ADDR 1
1831 #define MAX_REG_TEMP 32
1832 #define MAX_REG_TEXCRD 8
1833 #define MAX_REG_INPUT 12
1834 #define MAX_REG_OUTPUT 12
1835 #define MAX_CONST_I 16
1836 #define MAX_CONST_B 16
1838 /* FIXME: This needs to go up to 2048 for
1839 * Shader model 3 according to msdn (and for software shaders) */
1840 #define MAX_LABELS 16
1842 typedef struct semantic {
1843 DWORD usage;
1844 DWORD reg;
1845 } semantic;
1847 typedef struct local_constant {
1848 struct list entry;
1849 unsigned int idx;
1850 DWORD value[4];
1851 } local_constant;
1853 typedef struct shader_reg_maps {
1855 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1856 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1857 char address[MAX_REG_ADDR]; /* vertex */
1858 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1859 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1860 char attributes[MAX_ATTRIBS]; /* vertex */
1861 char labels[MAX_LABELS]; /* pixel, vertex */
1862 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1864 /* Sampler usage tokens
1865 * Use 0 as default (bit 31 is always 1 on a valid token) */
1866 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1867 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1868 char usesnrm, vpos, usesdsy;
1869 char usesrelconstF;
1871 /* Whether or not loops are used in this shader, and nesting depth */
1872 unsigned loop_depth;
1874 /* Whether or not this shader uses fog */
1875 char fog;
1877 } shader_reg_maps;
1879 /* Undocumented opcode controls */
1880 #define INST_CONTROLS_SHIFT 16
1881 #define INST_CONTROLS_MASK 0x00ff0000
1883 typedef enum COMPARISON_TYPE {
1884 COMPARISON_GT = 1,
1885 COMPARISON_EQ = 2,
1886 COMPARISON_GE = 3,
1887 COMPARISON_LT = 4,
1888 COMPARISON_NE = 5,
1889 COMPARISON_LE = 6
1890 } COMPARISON_TYPE;
1892 typedef struct SHADER_OPCODE {
1893 unsigned int opcode;
1894 const char* name;
1895 const char* glname;
1896 char dst_token;
1897 CONST UINT num_params;
1898 SHADER_HANDLER hw_fct;
1899 SHADER_HANDLER hw_glsl_fct;
1900 DWORD min_version;
1901 DWORD max_version;
1902 } SHADER_OPCODE;
1904 typedef struct SHADER_OPCODE_ARG {
1905 IWineD3DBaseShader* shader;
1906 shader_reg_maps* reg_maps;
1907 CONST SHADER_OPCODE* opcode;
1908 DWORD opcode_token;
1909 DWORD dst;
1910 DWORD dst_addr;
1911 DWORD predicate;
1912 DWORD src[4];
1913 DWORD src_addr[4];
1914 SHADER_BUFFER* buffer;
1915 } SHADER_OPCODE_ARG;
1917 typedef struct SHADER_LIMITS {
1918 unsigned int temporary;
1919 unsigned int texcoord;
1920 unsigned int sampler;
1921 unsigned int constant_int;
1922 unsigned int constant_float;
1923 unsigned int constant_bool;
1924 unsigned int address;
1925 unsigned int packed_output;
1926 unsigned int packed_input;
1927 unsigned int attributes;
1928 unsigned int label;
1929 } SHADER_LIMITS;
1931 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1932 maintain state information between multiple codes */
1933 typedef struct SHADER_PARSE_STATE {
1934 unsigned int current_row;
1935 DWORD texcoord_w[2];
1936 } SHADER_PARSE_STATE;
1938 #ifdef __GNUC__
1939 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1940 #else
1941 #define PRINTF_ATTR(fmt,args)
1942 #endif
1944 /* Base Shader utility functions.
1945 * (may move callers into the same file in the future) */
1946 extern int shader_addline(
1947 SHADER_BUFFER* buffer,
1948 const char* fmt, ...) PRINTF_ATTR(2,3);
1950 extern const SHADER_OPCODE* shader_get_opcode(
1951 IWineD3DBaseShader *iface,
1952 const DWORD code);
1954 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1956 /* Vertex shader utility functions */
1957 extern BOOL vshader_get_input(
1958 IWineD3DVertexShader* iface,
1959 BYTE usage_req, BYTE usage_idx_req,
1960 unsigned int* regnum);
1962 extern BOOL vshader_input_is_color(
1963 IWineD3DVertexShader* iface,
1964 unsigned int regnum);
1966 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1968 /* ARB_[vertex/fragment]_program helper functions */
1969 extern void shader_arb_load_constants(
1970 IWineD3DDevice* device,
1971 char usePixelShader,
1972 char useVertexShader);
1974 /* ARB shader program Prototypes */
1975 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1977 /* ARB pixel shader prototypes */
1978 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2002 /* ARB vertex / pixel shader common prototypes */
2003 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2004 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2005 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2007 /* ARB vertex shader prototypes */
2008 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2009 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2011 /* GLSL helper functions */
2012 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2013 extern void shader_glsl_load_constants(
2014 IWineD3DDevice* device,
2015 char usePixelShader,
2016 char useVertexShader);
2018 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2019 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2020 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2021 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2022 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2054 /** GLSL Pixel Shader Prototypes */
2055 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2056 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2057 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2058 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_input_pack(
2076 SHADER_BUFFER* buffer,
2077 semantic* semantics_out,
2078 IWineD3DPixelShader *iface);
2080 /*****************************************************************************
2081 * IDirect3DBaseShader implementation structure
2083 typedef struct IWineD3DBaseShaderClass
2085 LONG ref;
2086 DWORD hex_version;
2087 SHADER_LIMITS limits;
2088 SHADER_PARSE_STATE parse_state;
2089 CONST SHADER_OPCODE *shader_ins;
2090 DWORD *function;
2091 UINT functionLength;
2092 GLuint prgId;
2093 BOOL is_compiled;
2094 UINT cur_loop_depth, cur_loop_regno;
2095 BOOL load_local_constsF;
2097 /* Type of shader backend */
2098 int shader_mode;
2100 /* Programs this shader is linked with */
2101 struct list linked_programs;
2103 /* Immediate constants (override global ones) */
2104 struct list constantsB;
2105 struct list constantsF;
2106 struct list constantsI;
2107 shader_reg_maps reg_maps;
2109 /* Pixel formats of sampled textures, for format conversion. This
2110 * represents the formats found during compilation, it is not initialized
2111 * on the first parser pass. It is needed to check if the shader
2112 * needs recompilation to adjust the format conversion
2114 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2115 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2116 UINT num_sampled_samplers;
2118 UINT recompile_count;
2120 /* Pointer to the parent device */
2121 IWineD3DDevice *device;
2122 struct list shader_list_entry;
2124 } IWineD3DBaseShaderClass;
2126 typedef struct IWineD3DBaseShaderImpl {
2127 /* IUnknown */
2128 const IWineD3DBaseShaderVtbl *lpVtbl;
2130 /* IWineD3DBaseShader */
2131 IWineD3DBaseShaderClass baseShader;
2132 } IWineD3DBaseShaderImpl;
2134 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2135 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2136 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2138 extern HRESULT shader_get_registers_used(
2139 IWineD3DBaseShader *iface,
2140 shader_reg_maps* reg_maps,
2141 semantic* semantics_in,
2142 semantic* semantics_out,
2143 CONST DWORD* pToken,
2144 IWineD3DStateBlockImpl *stateBlock);
2146 extern void shader_generate_glsl_declarations(
2147 IWineD3DBaseShader *iface,
2148 shader_reg_maps* reg_maps,
2149 SHADER_BUFFER* buffer,
2150 WineD3D_GL_Info* gl_info);
2152 extern void shader_generate_arb_declarations(
2153 IWineD3DBaseShader *iface,
2154 shader_reg_maps* reg_maps,
2155 SHADER_BUFFER* buffer,
2156 WineD3D_GL_Info* gl_info);
2158 extern void shader_generate_main(
2159 IWineD3DBaseShader *iface,
2160 SHADER_BUFFER* buffer,
2161 shader_reg_maps* reg_maps,
2162 CONST DWORD* pFunction);
2164 extern void shader_dump_ins_modifiers(
2165 const DWORD output);
2167 extern void shader_dump_param(
2168 IWineD3DBaseShader *iface,
2169 const DWORD param,
2170 const DWORD addr_token,
2171 int input);
2173 extern void shader_trace_init(
2174 IWineD3DBaseShader *iface,
2175 const DWORD* pFunction);
2177 extern int shader_get_param(
2178 IWineD3DBaseShader* iface,
2179 const DWORD* pToken,
2180 DWORD* param,
2181 DWORD* addr_token);
2183 extern int shader_skip_unrecognized(
2184 IWineD3DBaseShader* iface,
2185 const DWORD* pToken);
2187 extern void print_glsl_info_log(
2188 WineD3D_GL_Info *gl_info,
2189 GLhandleARB obj);
2191 static inline int shader_get_regtype(const DWORD param) {
2192 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2193 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2196 static inline int shader_get_writemask(const DWORD param) {
2197 return param & WINED3DSP_WRITEMASK_ALL;
2200 extern unsigned int shader_get_float_offset(const DWORD reg);
2202 static inline BOOL shader_is_pshader_version(DWORD token) {
2203 return 0xFFFF0000 == (token & 0xFFFF0000);
2206 static inline BOOL shader_is_vshader_version(DWORD token) {
2207 return 0xFFFE0000 == (token & 0xFFFF0000);
2210 static inline BOOL shader_is_comment(DWORD token) {
2211 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2214 static inline BOOL shader_is_scalar(DWORD param) {
2215 DWORD reg_type = shader_get_regtype(param);
2216 DWORD reg_num;
2218 switch (reg_type) {
2219 case WINED3DSPR_RASTOUT:
2220 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2221 /* oFog & oPts */
2222 return TRUE;
2224 /* oPos */
2225 return FALSE;
2227 case WINED3DSPR_DEPTHOUT: /* oDepth */
2228 case WINED3DSPR_CONSTBOOL: /* b# */
2229 case WINED3DSPR_LOOP: /* aL */
2230 case WINED3DSPR_PREDICATE: /* p0 */
2231 return TRUE;
2233 case WINED3DSPR_MISCTYPE:
2234 reg_num = param & WINED3DSP_REGNUM_MASK;
2235 switch(reg_num) {
2236 case 0: /* vPos */
2237 return FALSE;
2238 case 1: /* vFace */
2239 return TRUE;
2240 default:
2241 return FALSE;
2244 default:
2245 return FALSE;
2249 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2250 local_constant* lconst;
2252 if(This->baseShader.load_local_constsF) return FALSE;
2253 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2254 if(lconst->idx == reg) return TRUE;
2256 return FALSE;
2260 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2261 * so upload them above that
2263 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2264 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2266 /*****************************************************************************
2267 * IDirect3DVertexShader implementation structure
2269 typedef struct IWineD3DVertexShaderImpl {
2270 /* IUnknown parts*/
2271 const IWineD3DVertexShaderVtbl *lpVtbl;
2273 /* IWineD3DBaseShader */
2274 IWineD3DBaseShaderClass baseShader;
2276 /* IWineD3DVertexShaderImpl */
2277 IUnknown *parent;
2279 DWORD usage;
2281 /* Vertex shader input and output semantics */
2282 semantic semantics_in [MAX_ATTRIBS];
2283 semantic semantics_out [MAX_REG_OUTPUT];
2285 /* Ordered array of attributes that are swizzled */
2286 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2287 UINT num_swizzled_attribs;
2289 /* run time datas... */
2290 VSHADERDATA *data;
2291 UINT min_rel_offset, max_rel_offset;
2292 UINT rel_offset;
2294 UINT recompile_count;
2295 #if 0 /* needs reworking */
2296 /* run time datas */
2297 VSHADERINPUTDATA input;
2298 VSHADEROUTPUTDATA output;
2299 #endif
2300 } IWineD3DVertexShaderImpl;
2301 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2302 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2304 /*****************************************************************************
2305 * IDirect3DPixelShader implementation structure
2308 enum vertexprocessing_mode {
2309 fixedfunction,
2310 vertexshader,
2311 pretransformed
2314 struct stb_const_desc {
2315 char texunit;
2316 UINT const_num;
2319 typedef struct IWineD3DPixelShaderImpl {
2320 /* IUnknown parts */
2321 const IWineD3DPixelShaderVtbl *lpVtbl;
2323 /* IWineD3DBaseShader */
2324 IWineD3DBaseShaderClass baseShader;
2326 /* IWineD3DPixelShaderImpl */
2327 IUnknown *parent;
2329 /* Pixel shader input semantics */
2330 semantic semantics_in [MAX_REG_INPUT];
2331 DWORD input_reg_map[MAX_REG_INPUT];
2332 BOOL input_reg_used[MAX_REG_INPUT];
2334 /* run time data */
2335 PSHADERDATA *data;
2337 /* Some information about the shader behavior */
2338 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2339 char numbumpenvmatconsts;
2340 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2341 char srgb_enabled;
2342 char srgb_mode_hardcoded;
2343 UINT srgb_low_const;
2344 UINT srgb_cmp_const;
2345 char vpos_uniform;
2346 BOOL render_offscreen;
2347 UINT height;
2348 enum vertexprocessing_mode vertexprocessing;
2350 #if 0 /* needs reworking */
2351 PSHADERINPUTDATA input;
2352 PSHADEROUTPUTDATA output;
2353 #endif
2354 } IWineD3DPixelShaderImpl;
2356 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2357 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2359 /* sRGB correction constants */
2360 static const float srgb_cmp = 0.0031308;
2361 static const float srgb_mul_low = 12.92;
2362 static const float srgb_pow = 0.41666;
2363 static const float srgb_mul_high = 1.055;
2364 static const float srgb_sub_high = 0.055;
2366 /*****************************************************************************
2367 * IWineD3DPalette implementation structure
2369 struct IWineD3DPaletteImpl {
2370 /* IUnknown parts */
2371 const IWineD3DPaletteVtbl *lpVtbl;
2372 LONG ref;
2374 IUnknown *parent;
2375 IWineD3DDeviceImpl *wineD3DDevice;
2377 /* IWineD3DPalette */
2378 HPALETTE hpal;
2379 WORD palVersion; /*| */
2380 WORD palNumEntries; /*| LOGPALETTE */
2381 PALETTEENTRY palents[256]; /*| */
2382 /* This is to store the palette in 'screen format' */
2383 int screen_palents[256];
2384 DWORD Flags;
2387 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2388 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2390 /* DirectDraw utility functions */
2391 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2393 /*****************************************************************************
2394 * Pixel format management
2396 typedef struct {
2397 WINED3DFORMAT format;
2398 DWORD alphaMask, redMask, greenMask, blueMask;
2399 UINT bpp;
2400 short depthSize, stencilSize;
2401 BOOL isFourcc;
2402 } StaticPixelFormatDesc;
2404 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2405 WineD3D_GL_Info *gl_info,
2406 const GlPixelFormatDesc **glDesc);
2408 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2409 return (device->vs_selected_mode != SHADER_NONE
2410 && device->stateBlock->vertexShader
2411 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2412 && !device->strided_streams.u.s.position_transformed);
2415 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2416 return (device->ps_selected_mode != SHADER_NONE
2417 && device->stateBlock->pixelShader
2418 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2421 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2422 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2423 #endif