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
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
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
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
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
);
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,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 typedef DWORD magLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1];
115 extern magLookup_t magLookup
;
116 extern magLookup_t magLookup_noFilter
;
118 typedef DWORD minMipLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
119 extern minMipLookup_t minMipLookup
;
120 extern minMipLookup_t minMipLookup_noFilter
;
122 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated by
133 * bit shifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there.
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in
) {
139 const unsigned short s
= ((*in
) & 0x8000);
140 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
141 const unsigned short m
= (*in
) & 0x3FF;
142 const float sgn
= (s
? -1.0 : 1.0);
145 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
146 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
148 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
150 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in
) {
157 float tmp
= fabs(*in
);
158 unsigned int mantissa
;
161 /* Deal with special numbers */
162 if(*in
== 0.0) return 0x0000;
163 if(isnan(*in
)) return 0x7C01;
164 if(isinf(*in
)) return (*in
< 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp
< pow(2, 10)) {
171 }while(tmp
< pow(2, 10));
172 } else if(tmp
>= pow(2, 11)) {
177 }while(tmp
>= pow(2, 11));
180 mantissa
= (unsigned int) tmp
;
181 if(tmp
- mantissa
>= 0.5) mantissa
++; /* round to nearest, away from zero */
183 exp
+= 10; /* Normalize the mantissa */
184 exp
+= 15; /* Exponent is encoded with excess 15 */
186 if(exp
> 30) { /* too big */
187 ret
= 0x7c00; /* INF */
188 } else if(exp
<= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
191 mantissa
= mantissa
>> 1;
194 ret
= mantissa
& 0x3ff;
196 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
199 ret
|= ((*in
< 0.0 ? 1 : 0) << 15); /* Add the sign */
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
224 #define SHADER_GLSL 2
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s
{
238 /* vertex and pixel shader modes */
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
246 int offscreen_rendering_mode
;
247 int rendertargetlock_mode
;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram
;
251 } wined3d_settings_t
;
253 extern wined3d_settings_t wined3d_settings
;
255 /* Shader backends */
256 struct SHADER_OPCODE_ARG
;
258 #define SHADER_PGMSIZE 65535
259 typedef struct SHADER_BUFFER
{
267 DWORD PrimitiveMiscCaps
;
270 DWORD MaxTextureBlendStages
;
271 DWORD MaxSimultaneousTextures
;
273 DWORD VertexShaderVersion
;
274 DWORD MaxVertexShaderConst
;
276 DWORD PixelShaderVersion
;
277 float PixelShader1xMaxValue
;
279 WINED3DVSHADERCAPS2_0 VS20Caps
;
280 WINED3DPSHADERCAPS2_0 PS20Caps
;
282 DWORD MaxVShaderInstructionsExecuted
;
283 DWORD MaxPShaderInstructionsExecuted
;
284 DWORD MaxVertexShader30InstructionSlots
;
285 DWORD MaxPixelShader30InstructionSlots
;
289 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
290 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
291 void (*shader_destroy_depth_blt
)(IWineD3DDevice
*iface
);
292 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
293 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
294 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
295 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
296 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
297 void (*shader_free_private
)(IWineD3DDevice
*iface
);
298 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
299 void (*shader_generate_pshader
)(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
);
300 void (*shader_generate_vshader
)(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
);
301 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*caps
);
302 void (*shader_dll_load_init
)(void);
303 void (*shader_fragment_enable
)(IWineD3DDevice
*iface
, BOOL enable
);
304 const struct StateEntry
*StateTable
;
307 extern const shader_backend_t atifs_shader_backend
;
308 extern const shader_backend_t glsl_shader_backend
;
309 extern const shader_backend_t arb_program_shader_backend
;
310 extern const shader_backend_t none_shader_backend
;
312 /* GLSL shader private data */
313 struct shader_glsl_priv
{
314 GLhandleARB depth_blt_glsl_program_id
;
317 /* ARB_program_shader private data */
318 struct shader_arb_priv
{
319 GLuint depth_blt_vprogram_id
;
320 GLuint depth_blt_fprogram_id
;
325 extern void (*wine_tsx11_lock_ptr
)(void);
326 extern void (*wine_tsx11_unlock_ptr
)(void);
328 /* As GLX relies on X, this is needed */
332 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
333 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
335 #define ENTER_GL() wine_tsx11_lock_ptr()
336 #define LEAVE_GL() wine_tsx11_unlock_ptr()
339 /*****************************************************************************
343 /* GL related defines */
344 /* ------------------ */
345 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
346 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
347 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
348 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
350 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
351 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
352 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
353 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
355 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
360 #define D3DCOLORTOGLFLOAT4(dw, vec) \
361 (vec)[0] = D3DCOLOR_R(dw); \
362 (vec)[1] = D3DCOLOR_G(dw); \
363 (vec)[2] = D3DCOLOR_B(dw); \
364 (vec)[3] = D3DCOLOR_A(dw);
366 /* DirectX Device Limits */
367 /* --------------------- */
368 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
370 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
371 See MaxStreams in MSDN under GetDeviceCaps */
372 /* Maximum number of constants provided to the shaders */
373 #define HIGHEST_TRANSFORMSTATE 512
374 /* Highest value in WINED3DTRANSFORMSTATETYPE */
376 /* Checking of API calls */
377 /* --------------------- */
378 #define checkGLcall(A) \
380 GLint err = glGetError(); \
381 if (err == GL_NO_ERROR) { \
382 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
385 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
386 debug_glerror(err), err, A, __FILE__, __LINE__); \
387 err = glGetError(); \
388 } while (err != GL_NO_ERROR); \
391 /* Trace routines / diagnostics */
392 /* ---------------------------- */
394 /* Dump out a matrix and copy it */
395 #define conv_mat(mat,gl_mat) \
397 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
398 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
399 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
400 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
401 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
404 /* Macro to dump out the current state of the light chain */
405 #define DUMP_LIGHT_CHAIN() \
407 PLIGHTINFOEL *el = This->stateBlock->lights;\
409 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
414 /* Trace vector and strided data information */
415 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
416 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
417 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);
419 /* Defines used for optimizations */
421 /* Only reapply what is necessary */
422 #define REAPPLY_ALPHAOP 0x0001
423 #define REAPPLY_ALL 0xFFFF
425 /* Advance declaration of structures to satisfy compiler */
426 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
427 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
428 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
429 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
431 /* Global variables */
432 extern const float identity
[16];
434 /*****************************************************************************
435 * Compilable extra diagnostics
438 /* Trace information per-vertex: (extremely high amount of trace) */
439 #if 0 /* NOTE: Must be 0 in cvs */
440 # define VTRACE(A) TRACE A
445 /* Checking of per-vertex related GL calls */
446 /* --------------------- */
447 #define vcheckGLcall(A) \
449 GLint err = glGetError(); \
450 if (err == GL_NO_ERROR) { \
451 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
454 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
455 debug_glerror(err), err, A, __FILE__, __LINE__); \
456 err = glGetError(); \
457 } while (err != GL_NO_ERROR); \
460 /* TODO: Confirm each of these works when wined3d move completed */
461 #if 0 /* NOTE: Must be 0 in cvs */
462 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
463 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
464 is enabled, and if it doesn't exist it is disabled. */
465 # define FRAME_DEBUGGING
466 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
467 the file is deleted */
468 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
469 # define SINGLE_FRAME_DEBUGGING
471 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
472 It can only be enabled when FRAME_DEBUGGING is also enabled
473 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
475 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
476 # define SHOW_FRAME_MAKEUP 1
478 /* The following, when enabled, lets you see the makeup of the all the textures used during each
479 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
480 The contents of the textures assigned to each stage are written into
481 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
482 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
483 # define SHOW_TEXTURE_MAKEUP 0
486 extern BOOL isDumpingFrames
;
487 extern LONG primCounter
;
490 /*****************************************************************************
494 /* Routine common to the draw primitive and draw indexed primitive routines */
495 void drawPrimitive(IWineD3DDevice
*iface
,
499 long StartVertexIndex
,
500 UINT numberOfVertices
,
506 void primitiveDeclarationConvertToStridedData(
507 IWineD3DDevice
*iface
,
508 BOOL useVertexShaderFunction
,
509 WineDirect3DVertexStridedData
*strided
,
512 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
514 typedef void (*glAttribFunc
)(void *data
);
515 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
516 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
517 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
518 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
519 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
523 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
524 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
526 void depth_copy(IWineD3DDevice
*iface
);
528 /* Routines and structures related to state management */
529 typedef struct WineD3DContext WineD3DContext
;
530 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
532 #define STATE_RENDER(a) (a)
533 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
535 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
536 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
538 /* + 1 because samplers start with 0 */
539 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
540 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
542 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
543 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
545 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
546 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
548 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
549 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
550 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
551 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
553 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
554 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
556 #define STATE_VSHADER (STATE_VDECL + 1)
557 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
559 #define STATE_VIEWPORT (STATE_VSHADER + 1)
560 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
562 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
563 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
564 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
565 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
567 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
568 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
570 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
571 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
573 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
574 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
576 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
578 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
580 #define STATE_HIGHEST (STATE_FRONTFACE)
584 DWORD representative
;
585 APPLYSTATEFUNC apply
;
588 /* "Base" state table */
589 extern const struct StateEntry FFPStateTable
[];
591 /* The new context manager that should deal with onscreen and offscreen rendering */
592 struct WineD3DContext
{
593 /* State dirtification
594 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
595 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
596 * 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
597 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
599 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
600 DWORD numDirtyEntries
;
601 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
603 IWineD3DSurface
*surface
;
604 DWORD tid
; /* Thread ID which owns this context at the moment */
606 /* Stores some information about the context state for optimization */
607 GLint last_draw_buffer
;
608 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
609 BOOL last_was_pshader
;
610 BOOL last_was_vshader
;
611 BOOL last_was_foggy_shader
;
612 BOOL namedArraysLoaded
, numberedArraysLoaded
;
613 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
614 GLenum tracking_parm
; /* Which source is tracking current colour */
615 unsigned char num_untracked_materials
;
616 GLenum untracked_materials
[2];
617 BOOL last_was_blit
, last_was_ckey
;
618 char texShaderBumpMap
;
621 char *vshader_const_dirty
, *pshader_const_dirty
;
623 /* The actual opengl context */
632 typedef enum ContextUsage
{
633 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
634 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
635 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
636 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
639 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
640 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
641 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
642 void apply_fbo_state(IWineD3DDevice
*iface
);
644 /* Macros for doing basic GPU detection based on opengl capabilities */
645 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
646 #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])
647 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
648 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
650 /* Default callbacks for implicit object destruction */
651 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
653 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
655 /*****************************************************************************
656 * Internal representation of a light
658 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
659 struct PLIGHTINFOEL
{
660 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
667 /* Converted parms to speed up swapping lights */
676 /* The default light parameters */
677 extern const WINED3DLIGHT WINED3D_default_light
;
679 typedef struct WineD3D_PixelFormat
681 int iPixelFormat
; /* WGL pixel format */
682 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
683 int redSize
, greenSize
, blueSize
, alphaSize
;
684 int depthSize
, stencilSize
;
686 BOOL pbufferDrawable
;
690 } WineD3D_PixelFormat
;
692 /* The adapter structure */
693 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
694 struct WineD3DAdapter
699 WineD3D_GL_Info gl_info
;
701 const char *description
;
702 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
704 WineD3D_PixelFormat
*cfgs
;
705 BOOL brokenStencil
; /* Set on cards which only offer mixed depth+stencil */
706 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
707 unsigned int UsedTextureRam
;
710 extern BOOL
InitAdapters(void);
711 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
712 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
714 /*****************************************************************************
715 * High order patch management
717 struct WineD3DRectPatch
721 WineDirect3DVertexStridedData strided
;
722 WINED3DRECTPATCH_INFO RectPatchInfo
;
724 char has_normals
, has_texcoords
;
728 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
730 enum projection_types
737 /*****************************************************************************
738 * Fixed function pipeline replacements
740 struct texture_stage_op
742 WINED3DTEXTUREOP cop
, aop
;
743 DWORD carg1
, carg2
, carg0
;
744 DWORD aarg1
, aarg2
, aarg0
;
745 WINED3DFORMAT color_correction
;
747 enum projection_types projected
;
752 struct texture_stage_op op
[MAX_TEXTURES
];
756 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
,struct texture_stage_op op
[MAX_TEXTURES
]);
757 struct ffp_desc
*find_ffp_shader(struct list
*shaders
, struct texture_stage_op op
[MAX_TEXTURES
]);
758 void add_ffp_shader(struct list
*shaders
, struct ffp_desc
*desc
);
760 /*****************************************************************************
761 * IWineD3D implementation structure
763 typedef struct IWineD3DImpl
765 /* IUnknown fields */
766 const IWineD3DVtbl
*lpVtbl
;
767 LONG ref
; /* Note: Ref counting not required */
769 /* WineD3D Information */
774 extern const IWineD3DVtbl IWineD3D_Vtbl
;
776 /* TODO: setup some flags in the registry to enable, disable pbuffer support
777 (since it will break quite a few things until contexts are managed properly!) */
778 extern BOOL pbuffer_support
;
779 /* allocate one pbuffer per surface */
780 extern BOOL pbuffer_per_surface
;
782 /* A helper function that dumps a resource list */
783 void dumpResources(struct list
*list
);
785 /*****************************************************************************
786 * IWineD3DDevice implementation structure
788 struct IWineD3DDeviceImpl
790 /* IUnknown fields */
791 const IWineD3DDeviceVtbl
*lpVtbl
;
792 LONG ref
; /* Note: Ref counting not required */
794 /* WineD3D Information */
797 struct WineD3DAdapter
*adapter
;
799 /* Window styles to restore when switching fullscreen mode */
803 /* X and GL Information */
804 GLint maxConcurrentLights
;
805 GLenum offscreenBuffer
;
807 /* Selected capabilities */
808 int vs_selected_mode
;
809 int ps_selected_mode
;
810 const shader_backend_t
*shader_backend
;
811 hash_table_t
*glsl_program_lookup
;
815 BOOL view_ident
; /* true iff view matrix is identity */
817 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
818 unsigned char surface_alignment
; /* Line Alignment of surfaces */
820 /* State block related */
821 BOOL isRecordingState
;
822 IWineD3DStateBlockImpl
*stateBlock
;
823 IWineD3DStateBlockImpl
*updateStateBlock
;
826 /* Internal use fields */
827 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
829 WINED3DDEVTYPE devType
;
831 IWineD3DSwapChain
**swapchains
;
832 UINT NumberOfSwapChains
;
834 struct list resources
; /* a linked list to track resources created by the device */
835 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
836 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
838 /* Render Target Support */
839 IWineD3DSurface
**render_targets
;
840 IWineD3DSurface
*auto_depth_stencil_buffer
;
841 IWineD3DSurface
**fbo_color_attachments
;
842 IWineD3DSurface
*fbo_depth_attachment
;
844 IWineD3DSurface
*stencilBufferTarget
;
846 /* Caches to avoid unneeded context changes */
847 IWineD3DSurface
*lastActiveRenderTarget
;
848 IWineD3DSwapChain
*lastActiveSwapChain
;
850 /* palettes texture management */
851 UINT NumberOfPalettes
;
852 PALETTEENTRY
**palettes
;
854 UINT paletteConversionShader
;
856 /* For rendering to a texture using glCopyTexImage */
857 BOOL render_offscreen
;
858 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
862 GLenum
*draw_buffers
;
863 GLuint depth_blt_texture
;
865 /* Cursor management */
871 UINT cursorWidth
, cursorHeight
;
872 GLuint cursorTexture
;
873 BOOL haveHardwareCursor
;
874 HCURSOR hardwareCursor
;
876 /* The Wine logo surface */
877 IWineD3DSurface
*logo_surface
;
879 /* Textures for when no other textures are mapped */
880 UINT dummyTextureName
[MAX_TEXTURES
];
882 /* Debug stream management */
885 /* Device state management */
887 BOOL d3d_initialized
;
889 /* A flag to check for proper BeginScene / EndScene call pairs */
892 /* process vertex shaders using software or hardware */
893 BOOL softwareVertexProcessing
;
895 /* DirectDraw stuff */
897 IWineD3DSurface
*ddraw_primary
;
898 DWORD ddraw_width
, ddraw_height
;
899 WINED3DFORMAT ddraw_format
;
900 BOOL ddraw_fullscreen
;
902 /* Final position fixup constant */
905 /* With register combiners we can skip junk texture stages */
906 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
907 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
908 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
910 /* Stream source management */
911 WineDirect3DVertexStridedData strided_streams
;
912 WineDirect3DVertexStridedData
*up_strided
;
913 BOOL useDrawStridedSlow
;
916 /* Context management */
917 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
918 WineD3DContext
*activeContext
;
921 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
922 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
924 /* High level patch management */
925 #define PATCHMAP_SIZE 43
926 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
927 struct list patches
[PATCHMAP_SIZE
];
928 struct WineD3DRectPatch
*currentPatch
;
931 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
933 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
934 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
935 float Z
, DWORD Stencil
);
936 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
937 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
938 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
939 DWORD idx
= state
>> 5;
940 BYTE shift
= state
& 0x1f;
941 return context
->isStateDirty
[idx
] & (1 << shift
);
944 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
945 typedef struct PrivateData
950 DWORD flags
; /* DDSPD_* */
951 DWORD uniqueness_value
;
962 /*****************************************************************************
963 * IWineD3DResource implementation structure
965 typedef struct IWineD3DResourceClass
967 /* IUnknown fields */
968 LONG ref
; /* Note: Ref counting not required */
970 /* WineD3DResource Information */
972 WINED3DRESOURCETYPE resourceType
;
973 IWineD3DDeviceImpl
*wineD3DDevice
;
977 WINED3DFORMAT format
;
978 BYTE
*allocatedMemory
; /* Pointer to the real data location */
979 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
980 struct list privateData
;
981 struct list resource_list_entry
;
983 } IWineD3DResourceClass
;
985 typedef struct IWineD3DResourceImpl
987 /* IUnknown & WineD3DResource Information */
988 const IWineD3DResourceVtbl
*lpVtbl
;
989 IWineD3DResourceClass resource
;
990 } IWineD3DResourceImpl
;
992 /* Tests show that the start address of resources is 32 byte aligned */
993 #define RESOURCE_ALIGNMENT 32
995 /*****************************************************************************
996 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
998 enum vbo_conversion_type
{
1002 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
1004 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1005 * fixed function semantics as D3DCOLOR or FLOAT16
1009 typedef struct IWineD3DVertexBufferImpl
1011 /* IUnknown & WineD3DResource Information */
1012 const IWineD3DVertexBufferVtbl
*lpVtbl
;
1013 IWineD3DResourceClass resource
;
1015 /* WineD3DVertexBuffer specifics */
1018 /* Vertex buffer object support */
1025 UINT dirtystart
, dirtyend
;
1028 LONG declChanges
, draws
;
1029 /* Last description of the buffer */
1030 DWORD stride
; /* 0 if no conversion */
1031 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
1033 /* Extra load offsets, for FLOAT16 conversion */
1034 DWORD
*conv_shift
; /* NULL if no shifted conversion */
1035 DWORD conv_stride
; /* 0 if no shifted conversion */
1036 } IWineD3DVertexBufferImpl
;
1038 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
1040 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1041 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1042 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1043 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1045 /*****************************************************************************
1046 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1048 typedef struct IWineD3DIndexBufferImpl
1050 /* IUnknown & WineD3DResource Information */
1051 const IWineD3DIndexBufferVtbl
*lpVtbl
;
1052 IWineD3DResourceClass resource
;
1055 UINT dirtystart
, dirtyend
;
1058 /* WineD3DVertexBuffer specifics */
1059 } IWineD3DIndexBufferImpl
;
1061 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
1063 /*****************************************************************************
1064 * IWineD3DBaseTexture D3D- > openGL state map lookups
1066 #define WINED3DFUNC_NOTSUPPORTED -2
1067 #define WINED3DFUNC_UNIMPLEMENTED -1
1069 typedef enum winetexturestates
{
1070 WINED3DTEXSTA_ADDRESSU
= 0,
1071 WINED3DTEXSTA_ADDRESSV
= 1,
1072 WINED3DTEXSTA_ADDRESSW
= 2,
1073 WINED3DTEXSTA_BORDERCOLOR
= 3,
1074 WINED3DTEXSTA_MAGFILTER
= 4,
1075 WINED3DTEXSTA_MINFILTER
= 5,
1076 WINED3DTEXSTA_MIPFILTER
= 6,
1077 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1078 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1079 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1080 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1081 WINED3DTEXSTA_DMAPOFFSET
= 11,
1082 WINED3DTEXSTA_TSSADDRESSW
= 12,
1083 MAX_WINETEXTURESTATES
= 13,
1084 } winetexturestates
;
1086 /*****************************************************************************
1087 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1089 typedef struct IWineD3DBaseTextureClass
1095 WINED3DTEXTUREFILTERTYPE filterType
;
1096 DWORD states
[MAX_WINETEXTURESTATES
];
1100 UINT srgb_mode_change_count
;
1101 WINED3DFORMAT shader_conversion_group
;
1102 float pow2Matrix
[16];
1103 minMipLookup_t
*minMipLookup
;
1104 magLookup_t
*magLookup
;
1105 } IWineD3DBaseTextureClass
;
1107 typedef struct IWineD3DBaseTextureImpl
1109 /* IUnknown & WineD3DResource Information */
1110 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1111 IWineD3DResourceClass resource
;
1112 IWineD3DBaseTextureClass baseTexture
;
1114 } IWineD3DBaseTextureImpl
;
1116 /*****************************************************************************
1117 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1119 typedef struct IWineD3DTextureImpl
1121 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1122 const IWineD3DTextureVtbl
*lpVtbl
;
1123 IWineD3DResourceClass resource
;
1124 IWineD3DBaseTextureClass baseTexture
;
1126 /* IWineD3DTexture */
1127 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1133 } IWineD3DTextureImpl
;
1135 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1137 /*****************************************************************************
1138 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1140 typedef struct IWineD3DCubeTextureImpl
1142 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1143 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1144 IWineD3DResourceClass resource
;
1145 IWineD3DBaseTextureClass baseTexture
;
1147 /* IWineD3DCubeTexture */
1148 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1151 } IWineD3DCubeTextureImpl
;
1153 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1155 typedef struct _WINED3DVOLUMET_DESC
1160 } WINED3DVOLUMET_DESC
;
1162 /*****************************************************************************
1163 * IWineD3DVolume implementation structure (extends IUnknown)
1165 typedef struct IWineD3DVolumeImpl
1167 /* IUnknown & WineD3DResource fields */
1168 const IWineD3DVolumeVtbl
*lpVtbl
;
1169 IWineD3DResourceClass resource
;
1171 /* WineD3DVolume Information */
1172 WINED3DVOLUMET_DESC currentDesc
;
1173 IWineD3DBase
*container
;
1178 WINED3DBOX lockedBox
;
1179 WINED3DBOX dirtyBox
;
1183 } IWineD3DVolumeImpl
;
1185 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1187 /*****************************************************************************
1188 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1190 typedef struct IWineD3DVolumeTextureImpl
1192 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1193 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1194 IWineD3DResourceClass resource
;
1195 IWineD3DBaseTextureClass baseTexture
;
1197 /* IWineD3DVolumeTexture */
1198 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1203 } IWineD3DVolumeTextureImpl
;
1205 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1207 typedef struct _WINED3DSURFACET_DESC
1209 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1210 DWORD MultiSampleQuality
;
1213 } WINED3DSURFACET_DESC
;
1215 /*****************************************************************************
1216 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1218 typedef struct wineD3DSurface_DIB
{
1224 } wineD3DSurface_DIB
;
1231 } renderbuffer_entry_t
;
1233 /*****************************************************************************
1234 * IWineD3DClipp implementation structure
1236 typedef struct IWineD3DClipperImpl
1238 const IWineD3DClipperVtbl
*lpVtbl
;
1243 } IWineD3DClipperImpl
;
1246 /*****************************************************************************
1247 * IWineD3DSurface implementation structure
1249 struct IWineD3DSurfaceImpl
1251 /* IUnknown & IWineD3DResource Information */
1252 const IWineD3DSurfaceVtbl
*lpVtbl
;
1253 IWineD3DResourceClass resource
;
1255 /* IWineD3DSurface fields */
1256 IWineD3DBase
*container
;
1257 WINED3DSURFACET_DESC currentDesc
;
1258 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1259 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1263 /* TODO: move this off into a management class(maybe!) */
1269 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1270 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1272 /* Oversized texture */
1281 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1283 glDescriptor glDescription
;
1287 wineD3DSurface_DIB dib
;
1290 /* Color keys for DDraw */
1291 WINEDDCOLORKEY DestBltCKey
;
1292 WINEDDCOLORKEY DestOverlayCKey
;
1293 WINEDDCOLORKEY SrcOverlayCKey
;
1294 WINEDDCOLORKEY SrcBltCKey
;
1297 WINEDDCOLORKEY glCKey
;
1299 struct list renderbuffers
;
1300 renderbuffer_entry_t
*current_renderbuffer
;
1302 /* DirectDraw clippers */
1303 IWineD3DClipper
*clipper
;
1306 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1307 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1309 /* Predeclare the shared Surface functions */
1310 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1311 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1312 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1313 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1314 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1315 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1316 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1317 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1318 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1319 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1320 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1321 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1322 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1323 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1324 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1325 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1326 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1327 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1328 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1329 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1330 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1331 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1332 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1333 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1334 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1335 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1336 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1337 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1338 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1339 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1340 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1341 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1342 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1343 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1345 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1347 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1348 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1349 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1350 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1352 /* Surface flags: */
1353 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1354 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1355 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1356 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1357 #define SFLAG_DISCARD 0x00000010 /* ??? */
1358 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1359 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1360 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1361 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1362 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1363 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1364 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1365 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1366 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1367 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1368 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1369 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1370 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1371 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1372 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1374 /* In some conditions the surface memory must not be freed:
1375 * SFLAG_OVERSIZE: Not all data can be kept in GL
1376 * SFLAG_CONVERTED: Converting the data back would take too long
1377 * SFLAG_DIBSECTION: The dib code manages the memory
1378 * SFLAG_LOCKED: The app requires access to the surface data
1379 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1380 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1381 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1382 * SFLAG_CLIENT: OpenGL uses our memory as backup
1384 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1386 SFLAG_DIBSECTION | \
1394 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1397 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1402 CONVERT_PALETTED_CK
,
1406 CONVERT_CK_4444_ARGB
,
1411 CONVERT_CK_8888_ARGB
,
1424 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
);
1426 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
1428 /*****************************************************************************
1429 * IWineD3DVertexDeclaration implementation structure
1431 typedef struct attrib_declaration
{
1434 } attrib_declaration
;
1436 #define MAX_ATTRIBS 16
1438 typedef struct IWineD3DVertexDeclarationImpl
{
1439 /* IUnknown Information */
1440 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1444 IWineD3DDeviceImpl
*wineD3DDevice
;
1446 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1447 UINT declarationWNumElements
;
1449 DWORD streams
[MAX_STREAMS
];
1451 BOOL position_transformed
;
1452 BOOL half_float_conv_needed
;
1454 /* Ordered array of declaration types that need swizzling in a vshader */
1455 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1456 UINT num_swizzled_attribs
;
1457 } IWineD3DVertexDeclarationImpl
;
1459 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1461 /*****************************************************************************
1462 * IWineD3DStateBlock implementation structure
1465 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1466 /* Note: Very long winded but gl Lists are not flexible enough */
1467 /* to resolve everything we need, so doing it manually for now */
1468 typedef struct SAVEDSTATES
{
1472 BOOL streamSource
[MAX_STREAMS
];
1473 BOOL streamFreq
[MAX_STREAMS
];
1474 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1475 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1477 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1478 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1479 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1480 BOOL clipplane
[MAX_CLIPPLANES
];
1483 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1484 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1485 BOOL
*pixelShaderConstantsF
;
1487 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1488 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1489 BOOL
*vertexShaderConstantsF
;
1504 struct IWineD3DStateBlockImpl
1506 /* IUnknown fields */
1507 const IWineD3DStateBlockVtbl
*lpVtbl
;
1508 LONG ref
; /* Note: Ref counting not required */
1510 /* IWineD3DStateBlock information */
1512 IWineD3DDeviceImpl
*wineD3DDevice
;
1513 WINED3DSTATEBLOCKTYPE blockType
;
1515 /* Array indicating whether things have been set or changed */
1516 SAVEDSTATES changed
;
1517 struct list set_vconstantsF
;
1518 struct list set_pconstantsF
;
1520 /* Drawing - Vertex Shader or FVF related */
1522 /* Vertex Shader Declaration */
1523 IWineD3DVertexDeclaration
*vertexDecl
;
1525 IWineD3DVertexShader
*vertexShader
;
1527 /* Vertex Shader Constants */
1528 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1529 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1530 float *vertexShaderConstantF
;
1534 UINT streamStride
[MAX_STREAMS
];
1535 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1536 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1537 UINT streamFreq
[MAX_STREAMS
+ 1];
1538 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1541 IWineD3DIndexBuffer
* pIndexData
;
1542 INT baseVertexIndex
;
1543 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1546 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1548 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1549 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1550 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1551 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1552 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1555 double clipplane
[MAX_CLIPPLANES
][4];
1556 WINED3DCLIPSTATUS clip_status
;
1559 WINED3DVIEWPORT viewport
;
1562 WINED3DMATERIAL material
;
1565 IWineD3DPixelShader
*pixelShader
;
1567 /* Pixel Shader Constants */
1568 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1569 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1570 float *pixelShaderConstantF
;
1573 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1576 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1577 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1579 /* Texture State Stage */
1580 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1581 DWORD lowest_disabled_stage
;
1582 /* Sampler States */
1583 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1585 /* Current GLSL Shader Program */
1586 struct glsl_shader_prog_link
*glsl_program
;
1588 /* Scissor test rectangle */
1591 /* Contained state management */
1592 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1593 unsigned int num_contained_render_states
;
1594 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1595 unsigned int num_contained_transform_states
;
1596 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1597 unsigned int num_contained_vs_consts_i
;
1598 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1599 unsigned int num_contained_vs_consts_b
;
1600 DWORD
*contained_vs_consts_f
;
1601 unsigned int num_contained_vs_consts_f
;
1602 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1603 unsigned int num_contained_ps_consts_i
;
1604 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1605 unsigned int num_contained_ps_consts_b
;
1606 DWORD
*contained_ps_consts_f
;
1607 unsigned int num_contained_ps_consts_f
;
1608 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1609 unsigned int num_contained_tss_states
;
1610 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1611 unsigned int num_contained_sampler_states
;
1614 extern void stateblock_savedstates_set(
1615 IWineD3DStateBlock
* iface
,
1616 SAVEDSTATES
* states
,
1619 extern void stateblock_savedstates_copy(
1620 IWineD3DStateBlock
* iface
,
1622 SAVEDSTATES
* source
);
1624 extern void stateblock_copy(
1625 IWineD3DStateBlock
* destination
,
1626 IWineD3DStateBlock
* source
);
1628 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1630 /* Direct3D terminology with little modifications. We do not have an issued state
1631 * because only the driver knows about it, but we have a created state because d3d
1632 * allows GetData on a created issue, but opengl doesn't
1639 /*****************************************************************************
1640 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1642 typedef struct IWineD3DQueryImpl
1644 const IWineD3DQueryVtbl
*lpVtbl
;
1645 LONG ref
; /* Note: Ref counting not required */
1648 /*TODO: replace with iface usage */
1650 IWineD3DDevice
*wineD3DDevice
;
1652 IWineD3DDeviceImpl
*wineD3DDevice
;
1655 /* IWineD3DQuery fields */
1656 enum query_state state
;
1657 WINED3DQUERYTYPE type
;
1658 /* TODO: Think about using a IUnknown instead of a void* */
1662 } IWineD3DQueryImpl
;
1664 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1665 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1666 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1668 /* Datastructures for IWineD3DQueryImpl.extendedData */
1669 typedef struct WineQueryOcclusionData
{
1671 WineD3DContext
*ctx
;
1672 } WineQueryOcclusionData
;
1674 typedef struct WineQueryEventData
{
1676 WineD3DContext
*ctx
;
1677 } WineQueryEventData
;
1679 /*****************************************************************************
1680 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1683 typedef struct IWineD3DSwapChainImpl
1686 const IWineD3DSwapChainVtbl
*lpVtbl
;
1687 LONG ref
; /* Note: Ref counting not required */
1690 IWineD3DDeviceImpl
*wineD3DDevice
;
1692 /* IWineD3DSwapChain fields */
1693 IWineD3DSurface
**backBuffer
;
1694 IWineD3DSurface
*frontBuffer
;
1695 BOOL wantsDepthStencilBuffer
;
1696 WINED3DPRESENT_PARAMETERS presentParms
;
1697 DWORD orig_width
, orig_height
;
1698 WINED3DFORMAT orig_fmt
;
1700 long prev_time
, frames
; /* Performance tracking */
1701 unsigned int vSyncCounter
;
1703 WineD3DContext
**context
; /* Later a array for multithreading */
1704 unsigned int num_contexts
;
1707 } IWineD3DSwapChainImpl
;
1709 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1711 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1713 /*****************************************************************************
1714 * Utility function prototypes
1717 /* Trace routines */
1718 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1719 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1720 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1721 const char* debug_d3dusage(DWORD usage
);
1722 const char* debug_d3dusagequery(DWORD usagequery
);
1723 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1724 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1725 const char* debug_d3ddeclusage(BYTE usage
);
1726 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1727 const char* debug_d3drenderstate(DWORD state
);
1728 const char* debug_d3dsamplerstate(DWORD state
);
1729 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1730 const char* debug_d3dtexturestate(DWORD state
);
1731 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1732 const char* debug_d3dpool(WINED3DPOOL pool
);
1733 const char *debug_fbostatus(GLenum status
);
1734 const char *debug_glerror(GLenum error
);
1735 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1736 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1738 /* Routines for GL <-> D3D values */
1739 GLenum
StencilOp(DWORD op
);
1740 GLenum
CompareFunc(DWORD func
);
1741 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1742 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
);
1743 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1744 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1746 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1747 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1749 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1750 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1753 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1754 unsigned int count_bits(unsigned int mask
);
1756 /*****************************************************************************
1757 * To enable calling of inherited functions, requires prototypes
1759 * Note: Only require classes which are subclassed, ie resource, basetexture,
1761 /*** IUnknown methods ***/
1762 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1763 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1764 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1765 /*** IWineD3DResource methods ***/
1766 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1767 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1768 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1769 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1770 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1771 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1772 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1773 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1774 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1775 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1776 /*** class static members ***/
1777 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1779 /*** IUnknown methods ***/
1780 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1781 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1782 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1783 /*** IWineD3DResource methods ***/
1784 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1785 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1786 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1787 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1788 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1789 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1790 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1791 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1792 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1793 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1794 /*** IWineD3DBaseTexture methods ***/
1795 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1796 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1797 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1798 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1799 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1800 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1801 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1802 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1804 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1805 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1806 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1807 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1808 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1809 /*** class static members ***/
1810 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1812 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1814 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1815 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1816 * used if the user is using GLSL shaders. */
1817 struct glsl_shader_prog_link
{
1818 struct list vshader_entry
;
1819 struct list pshader_entry
;
1820 GLhandleARB programId
;
1821 GLhandleARB
*vuniformF_locations
;
1822 GLhandleARB
*puniformF_locations
;
1823 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1824 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1825 GLhandleARB posFixup_location
;
1826 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1827 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1828 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1829 GLhandleARB srgb_comparison_location
;
1830 GLhandleARB srgb_mul_low_location
;
1831 GLhandleARB ycorrection_location
;
1832 GLhandleARB vshader
;
1833 GLhandleARB pshader
;
1837 GLhandleARB vshader
;
1838 GLhandleARB pshader
;
1839 } glsl_program_key_t
;
1841 /* TODO: Make this dynamic, based on shader limits ? */
1842 #define MAX_REG_ADDR 1
1843 #define MAX_REG_TEMP 32
1844 #define MAX_REG_TEXCRD 8
1845 #define MAX_REG_INPUT 12
1846 #define MAX_REG_OUTPUT 12
1847 #define MAX_CONST_I 16
1848 #define MAX_CONST_B 16
1850 /* FIXME: This needs to go up to 2048 for
1851 * Shader model 3 according to msdn (and for software shaders) */
1852 #define MAX_LABELS 16
1854 typedef struct semantic
{
1859 typedef struct local_constant
{
1865 typedef struct shader_reg_maps
{
1867 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1868 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1869 char address
[MAX_REG_ADDR
]; /* vertex */
1870 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1871 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1872 char attributes
[MAX_ATTRIBS
]; /* vertex */
1873 char labels
[MAX_LABELS
]; /* pixel, vertex */
1874 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1876 /* Sampler usage tokens
1877 * Use 0 as default (bit 31 is always 1 on a valid token) */
1878 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1879 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1880 char usesnrm
, vpos
, usesdsy
;
1883 /* Whether or not loops are used in this shader, and nesting depth */
1884 unsigned loop_depth
;
1886 /* Whether or not this shader uses fog */
1891 /* Undocumented opcode controls */
1892 #define INST_CONTROLS_SHIFT 16
1893 #define INST_CONTROLS_MASK 0x00ff0000
1895 typedef enum COMPARISON_TYPE
{
1904 typedef struct SHADER_OPCODE
{
1905 unsigned int opcode
;
1909 CONST UINT num_params
;
1910 SHADER_HANDLER hw_fct
;
1911 SHADER_HANDLER hw_glsl_fct
;
1916 typedef struct SHADER_OPCODE_ARG
{
1917 IWineD3DBaseShader
* shader
;
1918 shader_reg_maps
* reg_maps
;
1919 CONST SHADER_OPCODE
* opcode
;
1926 SHADER_BUFFER
* buffer
;
1927 } SHADER_OPCODE_ARG
;
1929 typedef struct SHADER_LIMITS
{
1930 unsigned int temporary
;
1931 unsigned int texcoord
;
1932 unsigned int sampler
;
1933 unsigned int constant_int
;
1934 unsigned int constant_float
;
1935 unsigned int constant_bool
;
1936 unsigned int address
;
1937 unsigned int packed_output
;
1938 unsigned int packed_input
;
1939 unsigned int attributes
;
1943 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1944 maintain state information between multiple codes */
1945 typedef struct SHADER_PARSE_STATE
{
1946 unsigned int current_row
;
1947 DWORD texcoord_w
[2];
1948 } SHADER_PARSE_STATE
;
1951 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1953 #define PRINTF_ATTR(fmt,args)
1956 /* Base Shader utility functions.
1957 * (may move callers into the same file in the future) */
1958 extern int shader_addline(
1959 SHADER_BUFFER
* buffer
,
1960 const char* fmt
, ...) PRINTF_ATTR(2,3);
1962 extern const SHADER_OPCODE
* shader_get_opcode(
1963 IWineD3DBaseShader
*iface
,
1966 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1968 /* Vertex shader utility functions */
1969 extern BOOL
vshader_get_input(
1970 IWineD3DVertexShader
* iface
,
1971 BYTE usage_req
, BYTE usage_idx_req
,
1972 unsigned int* regnum
);
1974 extern BOOL
vshader_input_is_color(
1975 IWineD3DVertexShader
* iface
,
1976 unsigned int regnum
);
1978 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1980 /* ARB_[vertex/fragment]_program helper functions */
1981 extern void shader_arb_load_constants(
1982 IWineD3DDevice
* device
,
1983 char usePixelShader
,
1984 char useVertexShader
);
1986 /* ARB shader program Prototypes */
1987 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1989 /* ARB pixel shader prototypes */
1990 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1991 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1992 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1993 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1994 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1995 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1996 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1997 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1998 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1999 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2000 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2001 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2002 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2003 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2004 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2005 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
2006 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
2007 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2008 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
2009 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
2010 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2011 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
2012 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2014 /* ARB vertex / pixel shader common prototypes */
2015 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
2016 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
2017 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
2019 /* ARB vertex shader prototypes */
2020 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2021 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
2023 /* GLSL helper functions */
2024 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
2025 extern void shader_glsl_load_constants(
2026 IWineD3DDevice
* device
,
2027 char usePixelShader
,
2028 char useVertexShader
);
2030 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2031 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
2032 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
2033 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
2034 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
2035 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
2036 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
2037 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
2038 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
2039 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
2040 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
2041 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
2042 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
2043 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
2044 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
2045 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
2046 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
2047 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
2048 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
2049 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
2050 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
2051 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
2052 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
2053 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
2054 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
2055 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
2056 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
2057 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
2058 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
2059 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
2060 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
2061 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
2062 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
2063 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
2064 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
2066 /** GLSL Pixel Shader Prototypes */
2067 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
2068 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
2069 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2070 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
2071 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
2072 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2073 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2074 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2075 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
2076 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2077 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2078 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2079 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2080 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2081 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2082 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2083 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2084 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2085 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2086 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2087 extern void pshader_glsl_input_pack(
2088 SHADER_BUFFER
* buffer
,
2089 semantic
* semantics_out
,
2090 IWineD3DPixelShader
*iface
);
2092 /*****************************************************************************
2093 * IDirect3DBaseShader implementation structure
2095 typedef struct IWineD3DBaseShaderClass
2099 SHADER_LIMITS limits
;
2100 SHADER_PARSE_STATE parse_state
;
2101 CONST SHADER_OPCODE
*shader_ins
;
2103 UINT functionLength
;
2106 UINT cur_loop_depth
, cur_loop_regno
;
2107 BOOL load_local_constsF
;
2109 /* Type of shader backend */
2112 /* Programs this shader is linked with */
2113 struct list linked_programs
;
2115 /* Immediate constants (override global ones) */
2116 struct list constantsB
;
2117 struct list constantsF
;
2118 struct list constantsI
;
2119 shader_reg_maps reg_maps
;
2121 /* Pixel formats of sampled textures, for format conversion. This
2122 * represents the formats found during compilation, it is not initialized
2123 * on the first parser pass. It is needed to check if the shader
2124 * needs recompilation to adjust the format conversion
2126 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2127 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2128 UINT num_sampled_samplers
;
2130 UINT recompile_count
;
2132 /* Pointer to the parent device */
2133 IWineD3DDevice
*device
;
2134 struct list shader_list_entry
;
2136 } IWineD3DBaseShaderClass
;
2138 typedef struct IWineD3DBaseShaderImpl
{
2140 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2142 /* IWineD3DBaseShader */
2143 IWineD3DBaseShaderClass baseShader
;
2144 } IWineD3DBaseShaderImpl
;
2146 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2147 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2148 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2150 extern HRESULT
shader_get_registers_used(
2151 IWineD3DBaseShader
*iface
,
2152 shader_reg_maps
* reg_maps
,
2153 semantic
* semantics_in
,
2154 semantic
* semantics_out
,
2155 CONST DWORD
* pToken
,
2156 IWineD3DStateBlockImpl
*stateBlock
);
2158 extern void shader_generate_glsl_declarations(
2159 IWineD3DBaseShader
*iface
,
2160 shader_reg_maps
* reg_maps
,
2161 SHADER_BUFFER
* buffer
,
2162 WineD3D_GL_Info
* gl_info
);
2164 extern void shader_generate_arb_declarations(
2165 IWineD3DBaseShader
*iface
,
2166 shader_reg_maps
* reg_maps
,
2167 SHADER_BUFFER
* buffer
,
2168 WineD3D_GL_Info
* gl_info
);
2170 extern void shader_generate_main(
2171 IWineD3DBaseShader
*iface
,
2172 SHADER_BUFFER
* buffer
,
2173 shader_reg_maps
* reg_maps
,
2174 CONST DWORD
* pFunction
);
2176 extern void shader_dump_ins_modifiers(
2177 const DWORD output
);
2179 extern void shader_dump_param(
2180 IWineD3DBaseShader
*iface
,
2182 const DWORD addr_token
,
2185 extern void shader_trace_init(
2186 IWineD3DBaseShader
*iface
,
2187 const DWORD
* pFunction
);
2189 extern int shader_get_param(
2190 IWineD3DBaseShader
* iface
,
2191 const DWORD
* pToken
,
2195 extern int shader_skip_unrecognized(
2196 IWineD3DBaseShader
* iface
,
2197 const DWORD
* pToken
);
2199 extern void print_glsl_info_log(
2200 WineD3D_GL_Info
*gl_info
,
2203 static inline int shader_get_regtype(const DWORD param
) {
2204 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2205 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2208 static inline int shader_get_writemask(const DWORD param
) {
2209 return param
& WINED3DSP_WRITEMASK_ALL
;
2212 extern unsigned int shader_get_float_offset(const DWORD reg
);
2214 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2215 return 0xFFFF0000 == (token
& 0xFFFF0000);
2218 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2219 return 0xFFFE0000 == (token
& 0xFFFF0000);
2222 static inline BOOL
shader_is_comment(DWORD token
) {
2223 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2226 static inline BOOL
shader_is_scalar(DWORD param
) {
2227 DWORD reg_type
= shader_get_regtype(param
);
2231 case WINED3DSPR_RASTOUT
:
2232 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2239 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2240 case WINED3DSPR_CONSTBOOL
: /* b# */
2241 case WINED3DSPR_LOOP
: /* aL */
2242 case WINED3DSPR_PREDICATE
: /* p0 */
2245 case WINED3DSPR_MISCTYPE
:
2246 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2261 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2262 local_constant
* lconst
;
2264 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2265 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2266 if(lconst
->idx
== reg
) return TRUE
;
2272 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2273 * so upload them above that
2275 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2276 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2278 /*****************************************************************************
2279 * IDirect3DVertexShader implementation structure
2281 typedef struct IWineD3DVertexShaderImpl
{
2283 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2285 /* IWineD3DBaseShader */
2286 IWineD3DBaseShaderClass baseShader
;
2288 /* IWineD3DVertexShaderImpl */
2293 /* Vertex shader input and output semantics */
2294 semantic semantics_in
[MAX_ATTRIBS
];
2295 semantic semantics_out
[MAX_REG_OUTPUT
];
2297 /* Ordered array of attributes that are swizzled */
2298 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2299 UINT num_swizzled_attribs
;
2301 /* run time datas... */
2303 UINT min_rel_offset
, max_rel_offset
;
2306 UINT recompile_count
;
2307 #if 0 /* needs reworking */
2308 /* run time datas */
2309 VSHADERINPUTDATA input
;
2310 VSHADEROUTPUTDATA output
;
2312 } IWineD3DVertexShaderImpl
;
2313 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2314 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2316 /*****************************************************************************
2317 * IDirect3DPixelShader implementation structure
2320 enum vertexprocessing_mode
{
2326 struct stb_const_desc
{
2331 typedef struct IWineD3DPixelShaderImpl
{
2332 /* IUnknown parts */
2333 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2335 /* IWineD3DBaseShader */
2336 IWineD3DBaseShaderClass baseShader
;
2338 /* IWineD3DPixelShaderImpl */
2341 /* Pixel shader input semantics */
2342 semantic semantics_in
[MAX_REG_INPUT
];
2343 DWORD input_reg_map
[MAX_REG_INPUT
];
2344 BOOL input_reg_used
[MAX_REG_INPUT
];
2349 /* Some information about the shader behavior */
2350 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2351 char numbumpenvmatconsts
;
2352 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2354 char srgb_mode_hardcoded
;
2355 UINT srgb_low_const
;
2356 UINT srgb_cmp_const
;
2358 BOOL render_offscreen
;
2360 enum vertexprocessing_mode vertexprocessing
;
2362 #if 0 /* needs reworking */
2363 PSHADERINPUTDATA input
;
2364 PSHADEROUTPUTDATA output
;
2366 } IWineD3DPixelShaderImpl
;
2368 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2369 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2371 /* sRGB correction constants */
2372 static const float srgb_cmp
= 0.0031308;
2373 static const float srgb_mul_low
= 12.92;
2374 static const float srgb_pow
= 0.41666;
2375 static const float srgb_mul_high
= 1.055;
2376 static const float srgb_sub_high
= 0.055;
2378 /*****************************************************************************
2379 * IWineD3DPalette implementation structure
2381 struct IWineD3DPaletteImpl
{
2382 /* IUnknown parts */
2383 const IWineD3DPaletteVtbl
*lpVtbl
;
2387 IWineD3DDeviceImpl
*wineD3DDevice
;
2389 /* IWineD3DPalette */
2391 WORD palVersion
; /*| */
2392 WORD palNumEntries
; /*| LOGPALETTE */
2393 PALETTEENTRY palents
[256]; /*| */
2394 /* This is to store the palette in 'screen format' */
2395 int screen_palents
[256];
2399 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2400 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2402 /* DirectDraw utility functions */
2403 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2405 /*****************************************************************************
2406 * Pixel format management
2409 WINED3DFORMAT format
;
2410 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2412 short depthSize
, stencilSize
;
2414 } StaticPixelFormatDesc
;
2416 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2417 WineD3D_GL_Info
*gl_info
,
2418 const GlPixelFormatDesc
**glDesc
);
2420 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2421 return (device
->vs_selected_mode
!= SHADER_NONE
2422 && device
->stateBlock
->vertexShader
2423 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2424 && !device
->strided_streams
.u
.s
.position_transformed
);
2427 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2428 return (device
->ps_selected_mode
!= SHADER_NONE
2429 && device
->stateBlock
->pixelShader
2430 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2433 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2434 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);