wined3d: Move D3DSP_REG structures into the WINED3D namespace.
[wine/wine64.git] / dlls / wined3d / wined3d_private.h
blob3a39bd0ac6d88c22660fe717fd392658b3d347af
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
48 /* Device caps */
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
78 MAX_LOOKUPS = 2
79 } WINELOOKUP;
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
88 int d3dType;
89 GLint size;
90 GLenum glType;
91 GLboolean normalized;
92 int typesize;
93 } WINED3DGLTYPE;
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
96 static WINED3DGLTYPE const glTypeLookup[D3DDECLTYPE_UNUSED] = {
97 {D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
122 * Settings
124 #define VS_NONE 0
125 #define VS_HW 1
126 #define VS_SW 2
128 #define PS_NONE 0
129 #define PS_HW 1
131 #define VBO_NONE 0
132 #define VBO_HW 1
134 #define NP2_NONE 0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
138 #define SHADER_SW 0
139 #define SHADER_ARB 1
140 #define SHADER_GLSL 2
141 #define SHADER_NONE 3
143 #define RTL_DISABLE -1
144 #define RTL_AUTO 0
145 #define RTL_READDRAW 1
146 #define RTL_READTEX 2
147 #define RTL_TEXDRAW 3
148 #define RTL_TEXTEX 4
150 /* NOTE: When adding fields to this structure, make sure to update the default
151 * values in wined3d_main.c as well. */
152 typedef struct wined3d_settings_s {
153 /* vertex and pixel shader modes */
154 int vs_mode;
155 int ps_mode;
156 int vbo_mode;
157 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
158 we should use it. However, until it's fully implemented, we'll leave it as a registry
159 setting for developers. */
160 BOOL glslRequested;
161 /* nonpower 2 function */
162 int nonpower2_mode;
163 int rendertargetlock_mode;
164 /* Memory tracking and object counting */
165 unsigned int emulated_textureram;
166 } wined3d_settings_t;
168 extern wined3d_settings_t wined3d_settings;
170 /* X11 locking */
172 extern void (*wine_tsx11_lock_ptr)(void);
173 extern void (*wine_tsx11_unlock_ptr)(void);
175 /* As GLX relies on X, this is needed */
176 extern int num_lock;
178 #if 0
179 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
180 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
181 #else
182 #define ENTER_GL() wine_tsx11_lock_ptr()
183 #define LEAVE_GL() wine_tsx11_unlock_ptr()
184 #endif
186 /*****************************************************************************
187 * Defines
190 /* GL related defines */
191 /* ------------------ */
192 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
193 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
194 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
195 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
197 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
198 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
199 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
200 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
202 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
203 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
204 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
205 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
207 #define D3DCOLORTOGLFLOAT4(dw, vec) \
208 (vec)[0] = D3DCOLOR_R(dw); \
209 (vec)[1] = D3DCOLOR_G(dw); \
210 (vec)[2] = D3DCOLOR_B(dw); \
211 (vec)[3] = D3DCOLOR_A(dw);
213 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
215 /* DirectX Device Limits */
216 /* --------------------- */
217 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
219 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
220 See MaxStreams in MSDN under GetDeviceCaps */
221 /* Maximum number of constants provided to the shaders */
222 #define HIGHEST_TRANSFORMSTATE 512
223 /* Highest value in D3DTRANSFORMSTATETYPE */
224 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
226 #define MAX_PALETTES 256
228 /* Checking of API calls */
229 /* --------------------- */
230 #define checkGLcall(A) \
232 GLint err = glGetError(); \
233 if (err == GL_NO_ERROR) { \
234 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
236 } else do { \
237 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
238 err, A, __FILE__, __LINE__); \
239 err = glGetError(); \
240 } while (err != GL_NO_ERROR); \
243 /* Trace routines / diagnostics */
244 /* ---------------------------- */
246 /* Dump out a matrix and copy it */
247 #define conv_mat(mat,gl_mat) \
248 do { \
249 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
250 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
251 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
252 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
253 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
254 } while (0)
256 /* Macro to dump out the current state of the light chain */
257 #define DUMP_LIGHT_CHAIN() \
259 PLIGHTINFOEL *el = This->stateBlock->lights;\
260 while (el) { \
261 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
262 el = el->next; \
266 /* Trace vector and strided data information */
267 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
268 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
270 /* Defines used for optimizations */
272 /* Only reapply what is necessary */
273 #define REAPPLY_ALPHAOP 0x0001
274 #define REAPPLY_ALL 0xFFFF
276 /* Advance declaration of structures to satisfy compiler */
277 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
278 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
279 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
281 /* Tracking */
283 /* TODO: Move some of this to the device */
284 long globalChangeGlRam(long glram);
286 /* Memory and object tracking */
288 /*Structure for holding information on all direct3d objects
289 useful for making sure tracking is ok and when release is called on a device!
290 and probably quite handy for debugging and dumping states out
292 typedef struct WineD3DGlobalStatistics {
293 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
294 } WineD3DGlobalStatistics;
296 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
298 /* Global variables */
299 extern const float identity[16];
301 /*****************************************************************************
302 * Compilable extra diagnostics
305 /* Trace information per-vertex: (extremely high amount of trace) */
306 #if 0 /* NOTE: Must be 0 in cvs */
307 # define VTRACE(A) TRACE A
308 #else
309 # define VTRACE(A)
310 #endif
312 /* Checking of per-vertex related GL calls */
313 /* --------------------- */
314 #define vcheckGLcall(A) \
316 GLint err = glGetError(); \
317 if (err == GL_NO_ERROR) { \
318 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
320 } else do { \
321 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
322 err, A, __FILE__, __LINE__); \
323 err = glGetError(); \
324 } while (err != GL_NO_ERROR); \
327 /* TODO: Confirm each of these works when wined3d move completed */
328 #if 0 /* NOTE: Must be 0 in cvs */
329 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
330 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
331 is enabled, and if it doesn't exists it is disabled. */
332 # define FRAME_DEBUGGING
333 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
334 the file is deleted */
335 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
336 # define SINGLE_FRAME_DEBUGGING
337 # endif
338 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
339 It can only be enabled when FRAME_DEBUGGING is also enabled
340 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
341 array is drawn. */
342 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
343 # define SHOW_FRAME_MAKEUP 1
344 # endif
345 /* The following, when enabled, lets you see the makeup of the all the textures used during each
346 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
347 The contents of the textures assigned to each stage are written into
348 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
349 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
350 # define SHOW_TEXTURE_MAKEUP 0
351 # endif
352 extern BOOL isOn;
353 extern BOOL isDumpingFrames;
354 extern LONG primCounter;
355 #endif
357 /*****************************************************************************
358 * Prototypes
361 /* Routine common to the draw primitive and draw indexed primitive routines */
362 void drawPrimitive(IWineD3DDevice *iface,
363 int PrimitiveType,
364 long NumPrimitives,
365 /* for Indexed: */
366 long StartVertexIndex,
367 UINT numberOfVertices,
368 long StartIdx,
369 short idxBytes,
370 const void *idxData,
371 int minIndex,
372 WineDirect3DVertexStridedData *DrawPrimStrideData);
374 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
376 void primitiveDeclarationConvertToStridedData(
377 IWineD3DDevice *iface,
378 BOOL useVertexShaderFunction,
379 WineDirect3DVertexStridedData *strided,
380 LONG BaseVertexIndex,
381 BOOL *fixup);
383 void primitiveConvertFVFtoOffset(DWORD thisFVF,
384 DWORD stride,
385 BYTE *data,
386 WineDirect3DVertexStridedData *strided,
387 GLint streamVBO);
389 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
391 #define eps 1e-8
393 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
394 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
396 /* Routine to fill gl caps for swapchains and IWineD3D */
397 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
399 /* Macros for doing basic GPU detection based on opengl capabilities */
400 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
401 #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])
402 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
403 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
405 /*****************************************************************************
406 * Internal representation of a light
408 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
409 struct PLIGHTINFOEL {
410 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
411 DWORD OriginalIndex;
412 LONG glIndex;
413 BOOL lightEnabled;
414 BOOL changed;
415 BOOL enabledChanged;
417 /* Converted parms to speed up swapping lights */
418 float lightPosn[4];
419 float lightDirn[4];
420 float exponent;
421 float cutoff;
423 PLIGHTINFOEL *next;
424 PLIGHTINFOEL *prev;
427 /* The default light parameters */
428 extern const WINED3DLIGHT WINED3D_default_light;
430 /*****************************************************************************
431 * IWineD3D implementation structure
433 typedef struct IWineD3DImpl
435 /* IUnknown fields */
436 const IWineD3DVtbl *lpVtbl;
437 LONG ref; /* Note: Ref counting not required */
439 /* WineD3D Information */
440 IUnknown *parent;
441 UINT dxVersion;
443 /* GL Information */
444 BOOL isGLInfoValid;
445 WineD3D_GL_Info gl_info;
446 } IWineD3DImpl;
448 extern const IWineD3DVtbl IWineD3D_Vtbl;
450 /** Hacked out start of a context manager!! **/
451 typedef struct glContext {
452 int Width;
453 int Height;
454 int usedcount;
455 GLXContext context;
457 Drawable drawable;
458 IWineD3DSurface *pSurface;
459 #if 0 /* TODO: someway to represent the state of the context */
460 IWineD3DStateBlock *pStateBlock;
461 #endif
462 /* a few other things like format */
463 } glContext;
465 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
466 (since it will break quite a few things until contexts are managed properly!) */
467 extern BOOL pbuffer_support;
468 /* allocate one pbuffer per surface */
469 extern BOOL pbuffer_per_surface;
471 /* Maximum number of contexts/pbuffers to keep in cache,
472 set to 100 because ATI's drivers don't support deleting pBuffers properly
473 this needs to be migrated to a list and some option availalbe for controle the cache size.
475 #define CONTEXT_CACHE 100
477 typedef struct ResourceList {
478 IWineD3DResource *resource;
479 struct ResourceList *next;
480 } ResourceList;
482 /* A helper function that dumps a resource list */
483 void dumpResources(ResourceList *resources);
485 /*****************************************************************************
486 * IWineD3DDevice implementation structure
488 typedef struct IWineD3DDeviceImpl
490 /* IUnknown fields */
491 const IWineD3DDeviceVtbl *lpVtbl;
492 LONG ref; /* Note: Ref counting not required */
494 /* WineD3D Information */
495 IUnknown *parent;
496 IWineD3D *wineD3D;
498 /* X and GL Information */
499 GLint maxConcurrentLights;
501 /* Selected capabilities */
502 int vs_selected_mode;
503 int ps_selected_mode;
505 /* Optimization */
506 BOOL modelview_valid;
507 BOOL proj_valid;
508 BOOL view_ident; /* true iff view matrix is identity */
509 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
510 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
511 GLenum tracking_parm; /* Which source is tracking current colour */
512 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
513 #define DISABLED_TRACKING 0 /* Disabled */
514 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
515 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
516 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
517 UINT srcBlend;
518 UINT dstBlend;
519 UINT alphafunc;
520 BOOL texture_shader_active; /* TODO: Confirm use is correct */
521 BOOL last_was_notclipped;
522 BOOL untransformed;
524 /* State block related */
525 BOOL isRecordingState;
526 IWineD3DStateBlockImpl *stateBlock;
527 IWineD3DStateBlockImpl *updateStateBlock;
529 /* Internal use fields */
530 WINED3DDEVICE_CREATION_PARAMETERS createParms;
531 UINT adapterNo;
532 D3DDEVTYPE devType;
534 IWineD3DSwapChain **swapchains;
535 uint NumberOfSwapChains;
537 ResourceList *resources; /* a linked list to track resources created by the device */
539 /* Render Target Support */
540 IWineD3DSurface *depthStencilBuffer;
542 IWineD3DSurface *renderTarget;
543 IWineD3DSurface *stencilBufferTarget;
545 /* palettes texture management */
546 PALETTEENTRY palettes[MAX_PALETTES][256];
547 UINT currentPalette;
549 /* For rendering to a texture using glCopyTexImage */
550 BOOL renderUpsideDown;
552 /* Cursor management */
553 BOOL bCursorVisible;
554 UINT xHotSpot;
555 UINT yHotSpot;
556 UINT xScreenSpace;
557 UINT yScreenSpace;
558 UINT cursorWidth, cursorHeight;
559 GLuint cursorTexture;
561 /* Textures for when no other textures are mapped */
562 UINT dummyTextureName[MAX_TEXTURES];
564 /* Debug stream management */
565 BOOL debug;
567 /* Device state management */
568 HRESULT state;
569 BOOL d3d_initialized;
571 /* Screen buffer resources */
572 glContext contextCache[CONTEXT_CACHE];
574 /* A flag to check if endscene has been called before changing the render tartet */
575 BOOL sceneEnded;
577 /* process vertex shaders using software or hardware */
578 BOOL softwareVertexProcessing;
580 /* DirectDraw stuff */
581 HWND ddraw_window;
582 IWineD3DSurface *ddraw_primary;
583 DWORD ddraw_width, ddraw_height;
584 WINED3DFORMAT ddraw_format;
585 BOOL ddraw_fullscreen;
587 /* List of GLSL shader programs and their associated vertex & pixel shaders */
588 struct list glsl_shader_progs;
591 /* Final position fixup constant */
592 float posFixup[4];
593 } IWineD3DDeviceImpl;
595 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
597 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
598 * anybody uses it for much so a good implementation is optional. */
599 typedef struct PrivateData
601 struct PrivateData* next;
603 GUID tag;
604 DWORD flags; /* DDSPD_* */
605 DWORD uniqueness_value;
607 union
609 LPVOID data;
610 LPUNKNOWN object;
611 } ptr;
613 DWORD size;
614 } PrivateData;
616 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
618 /*****************************************************************************
619 * IWineD3DResource implementation structure
621 typedef struct IWineD3DResourceClass
623 /* IUnknown fields */
624 LONG ref; /* Note: Ref counting not required */
626 /* WineD3DResource Information */
627 IUnknown *parent;
628 WINED3DRESOURCETYPE resourceType;
629 IWineD3DDeviceImpl *wineD3DDevice;
630 WINED3DPOOL pool;
631 UINT size;
632 DWORD usage;
633 WINED3DFORMAT format;
634 BYTE *allocatedMemory;
635 PrivateData *privateData;
637 } IWineD3DResourceClass;
639 typedef struct IWineD3DResourceImpl
641 /* IUnknown & WineD3DResource Information */
642 const IWineD3DResourceVtbl *lpVtbl;
643 IWineD3DResourceClass resource;
644 } IWineD3DResourceImpl;
647 /*****************************************************************************
648 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
650 typedef struct IWineD3DVertexBufferImpl
652 /* IUnknown & WineD3DResource Information */
653 const IWineD3DVertexBufferVtbl *lpVtbl;
654 IWineD3DResourceClass resource;
656 /* WineD3DVertexBuffer specifics */
657 DWORD fvf;
659 /* Vertex buffer object support */
660 GLuint vbo;
661 BYTE Flags;
662 UINT stream;
664 UINT dirtystart, dirtyend;
665 LONG lockcount;
667 LONG declChanges, draws;
668 /* Last description of the buffer */
669 WineDirect3DVertexStridedData strided;
670 } IWineD3DVertexBufferImpl;
672 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
674 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
675 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
676 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
677 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
678 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
679 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
681 /*****************************************************************************
682 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
684 typedef struct IWineD3DIndexBufferImpl
686 /* IUnknown & WineD3DResource Information */
687 const IWineD3DIndexBufferVtbl *lpVtbl;
688 IWineD3DResourceClass resource;
690 /* WineD3DVertexBuffer specifics */
691 } IWineD3DIndexBufferImpl;
693 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
695 /*****************************************************************************
696 * IWineD3DBaseTexture D3D- > openGL state map lookups
698 #define WINED3DFUNC_NOTSUPPORTED -2
699 #define WINED3DFUNC_UNIMPLEMENTED -1
701 typedef enum winetexturestates {
702 WINED3DTEXSTA_ADDRESSU = 0,
703 WINED3DTEXSTA_ADDRESSV = 1,
704 WINED3DTEXSTA_ADDRESSW = 2,
705 WINED3DTEXSTA_BORDERCOLOR = 3,
706 WINED3DTEXSTA_MAGFILTER = 4,
707 WINED3DTEXSTA_MINFILTER = 5,
708 WINED3DTEXSTA_MIPFILTER = 6,
709 WINED3DTEXSTA_MAXMIPLEVEL = 7,
710 WINED3DTEXSTA_MAXANISOTROPY = 8,
711 WINED3DTEXSTA_SRGBTEXTURE = 9,
712 WINED3DTEXSTA_ELEMENTINDEX = 10,
713 WINED3DTEXSTA_DMAPOFFSET = 11,
714 WINED3DTEXSTA_TSSADDRESSW = 12,
715 MAX_WINETEXTURESTATES = 13,
716 } winetexturestates;
718 typedef struct Wined3dTextureStateMap {
719 CONST int state;
720 int function;
721 } Wined3dTextureStateMap;
723 /*****************************************************************************
724 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
726 typedef struct IWineD3DBaseTextureClass
728 UINT levels;
729 BOOL dirty;
730 D3DFORMAT format;
731 DWORD usage;
732 UINT textureName;
733 UINT LOD;
734 WINED3DTEXTUREFILTERTYPE filterType;
735 DWORD states[MAX_WINETEXTURESTATES];
737 } IWineD3DBaseTextureClass;
739 typedef struct IWineD3DBaseTextureImpl
741 /* IUnknown & WineD3DResource Information */
742 const IWineD3DBaseTextureVtbl *lpVtbl;
743 IWineD3DResourceClass resource;
744 IWineD3DBaseTextureClass baseTexture;
746 } IWineD3DBaseTextureImpl;
748 /*****************************************************************************
749 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
751 typedef struct IWineD3DTextureImpl
753 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
754 const IWineD3DTextureVtbl *lpVtbl;
755 IWineD3DResourceClass resource;
756 IWineD3DBaseTextureClass baseTexture;
758 /* IWineD3DTexture */
759 IWineD3DSurface *surfaces[MAX_LEVELS];
761 UINT width;
762 UINT height;
763 float pow2scalingFactorX;
764 float pow2scalingFactorY;
766 } IWineD3DTextureImpl;
768 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
770 /*****************************************************************************
771 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
773 typedef struct IWineD3DCubeTextureImpl
775 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
776 const IWineD3DCubeTextureVtbl *lpVtbl;
777 IWineD3DResourceClass resource;
778 IWineD3DBaseTextureClass baseTexture;
780 /* IWineD3DCubeTexture */
781 IWineD3DSurface *surfaces[6][MAX_LEVELS];
783 UINT edgeLength;
784 float pow2scalingFactor;
786 } IWineD3DCubeTextureImpl;
788 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
790 typedef struct _WINED3DVOLUMET_DESC
792 UINT Width;
793 UINT Height;
794 UINT Depth;
795 } WINED3DVOLUMET_DESC;
797 /*****************************************************************************
798 * IWineD3DVolume implementation structure (extends IUnknown)
800 typedef struct IWineD3DVolumeImpl
802 /* IUnknown & WineD3DResource fields */
803 const IWineD3DVolumeVtbl *lpVtbl;
804 IWineD3DResourceClass resource;
806 /* WineD3DVolume Information */
807 WINED3DVOLUMET_DESC currentDesc;
808 IWineD3DBase *container;
809 UINT bytesPerPixel;
811 BOOL lockable;
812 BOOL locked;
813 WINED3DBOX lockedBox;
814 WINED3DBOX dirtyBox;
815 BOOL dirty;
818 } IWineD3DVolumeImpl;
820 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
822 /*****************************************************************************
823 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
825 typedef struct IWineD3DVolumeTextureImpl
827 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
828 const IWineD3DVolumeTextureVtbl *lpVtbl;
829 IWineD3DResourceClass resource;
830 IWineD3DBaseTextureClass baseTexture;
832 /* IWineD3DVolumeTexture */
833 IWineD3DVolume *volumes[MAX_LEVELS];
835 UINT width;
836 UINT height;
837 UINT depth;
838 } IWineD3DVolumeTextureImpl;
840 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
842 typedef struct _WINED3DSURFACET_DESC
844 WINED3DMULTISAMPLE_TYPE MultiSampleType;
845 DWORD MultiSampleQuality;
846 UINT Width;
847 UINT Height;
848 } WINED3DSURFACET_DESC;
850 /*****************************************************************************
851 * Structure for DIB Surfaces (GetDC and GDI surfaces)
853 typedef struct wineD3DSurface_DIB {
854 HBITMAP DIBsection;
855 void* bitmap_data;
856 HGDIOBJ holdbitmap;
857 BOOL client_memory;
858 } wineD3DSurface_DIB;
860 /*****************************************************************************
861 * IWineD3DSurface implementation structure
863 struct IWineD3DSurfaceImpl
865 /* IUnknown & IWineD3DResource Information */
866 const IWineD3DSurfaceVtbl *lpVtbl;
867 IWineD3DResourceClass resource;
869 /* IWineD3DSurface fields */
870 IWineD3DBase *container;
871 WINED3DSURFACET_DESC currentDesc;
872 IWineD3DPaletteImpl *palette;
874 UINT bytesPerPixel;
876 /* TODO: move this off into a management class(maybe!) */
877 DWORD Flags;
879 UINT pow2Width;
880 UINT pow2Height;
881 UINT pow2Size;
883 /* Oversized texture */
884 RECT glRect;
886 #if 0
887 /* precalculated x and y scalings for texture coords */
888 float pow2scalingFactorX; /* = (Width / pow2Width ) */
889 float pow2scalingFactorY; /* = (Height / pow2Height) */
890 #endif
892 RECT lockedRect;
893 RECT dirtyRect;
895 glDescriptor glDescription;
897 /* For GetDC */
898 wineD3DSurface_DIB dib;
899 HDC hDC;
901 /* Color keys for DDraw */
902 DDCOLORKEY DestBltCKey;
903 DDCOLORKEY DestOverlayCKey;
904 DDCOLORKEY SrcOverlayCKey;
905 DDCOLORKEY SrcBltCKey;
906 DWORD CKeyFlags;
908 DDCOLORKEY glCKey;
911 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
912 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
914 /* Predeclare the shared Surface functions */
915 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
916 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
917 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
918 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
919 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
920 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
921 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
922 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
923 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
924 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
925 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
926 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
927 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
928 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
929 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
930 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
931 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
932 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
933 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
934 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
935 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
936 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
937 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
938 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
939 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
940 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
941 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
942 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
943 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
944 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
945 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
946 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
947 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
948 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
949 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
950 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
951 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
952 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
953 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
954 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
955 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
956 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
957 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
959 /* Surface flags: */
960 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
961 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
962 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
963 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
964 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
965 #define SFLAG_DISCARD 0x00000020 /* ??? */
966 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
967 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
968 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
969 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
970 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
971 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
972 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
973 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
974 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
975 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
976 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
977 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
978 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
980 /* In some conditions the surface memory must not be freed:
981 * SFLAG_OVERSIZE: Not all data can be kept in GL
982 * SFLAG_CONVERTED: Converting the data back would take too long
983 * SFLAG_DIBSECTION: The dib code manages the memory
984 * SFLAG_DIRTY: GL surface isn't up to date
985 * SFLAG_LOCKED: The app requires access to the surface data
986 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
987 * SFLAG_DYNLOCK: Avoid freeing the data for performance
988 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
990 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
991 SFLAG_CONVERTED | \
992 SFLAG_DIBSECTION | \
993 SFLAG_DIRTY | \
994 SFLAG_LOCKED | \
995 SFLAG_ACTIVELOCK | \
996 SFLAG_DYNLOCK | \
997 SFLAG_DYNCHANGE | \
998 SFLAG_USERPTR)
1000 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1002 /* Alignment of the pitch */
1003 #define SURFACE_ALIGNMENT 4
1005 /*****************************************************************************
1006 * IWineD3DVertexDeclaration implementation structure
1008 typedef struct IWineD3DVertexDeclarationImpl {
1009 /* IUnknown Information */
1010 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1011 LONG ref; /* Note: Ref counting not required */
1013 IUnknown *parent;
1014 /** precomputed fvf if simple declaration */
1015 IWineD3DDeviceImpl *wineD3DDevice;
1016 DWORD fvf[MAX_STREAMS];
1017 DWORD allFVF;
1019 /** dx8 compatible Declaration fields */
1020 DWORD* pDeclaration8;
1021 DWORD declaration8Length;
1023 /** dx9+ */
1024 D3DVERTEXELEMENT9 *pDeclaration9;
1025 UINT declaration9NumElements;
1027 WINED3DVERTEXELEMENT *pDeclarationWine;
1028 UINT declarationWNumElements;
1030 float *constants;
1032 } IWineD3DVertexDeclarationImpl;
1034 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1036 /*****************************************************************************
1037 * IWineD3DStateBlock implementation structure
1040 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1041 /* Note: Very long winded but gl Lists are not flexible enough */
1042 /* to resolve everything we need, so doing it manually for now */
1043 typedef struct SAVEDSTATES {
1044 BOOL indices;
1045 BOOL material;
1046 BOOL fvf;
1047 BOOL streamSource[MAX_STREAMS];
1048 BOOL streamFreq[MAX_STREAMS];
1049 BOOL textures[MAX_SAMPLERS];
1050 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1051 BOOL viewport;
1052 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1053 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1054 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1055 BOOL clipplane[MAX_CLIPPLANES];
1056 BOOL vertexDecl;
1057 BOOL pixelShader;
1058 BOOL pixelShaderConstantsB[MAX_CONST_B];
1059 BOOL pixelShaderConstantsI[MAX_CONST_I];
1060 BOOL *pixelShaderConstantsF;
1061 BOOL vertexShader;
1062 BOOL vertexShaderConstantsB[MAX_CONST_B];
1063 BOOL vertexShaderConstantsI[MAX_CONST_I];
1064 BOOL *vertexShaderConstantsF;
1065 } SAVEDSTATES;
1067 typedef struct {
1068 struct list entry;
1069 int idx;
1070 } constant_entry;
1072 struct IWineD3DStateBlockImpl
1074 /* IUnknown fields */
1075 const IWineD3DStateBlockVtbl *lpVtbl;
1076 LONG ref; /* Note: Ref counting not required */
1078 /* IWineD3DStateBlock information */
1079 IUnknown *parent;
1080 IWineD3DDeviceImpl *wineD3DDevice;
1081 WINED3DSTATEBLOCKTYPE blockType;
1083 /* Array indicating whether things have been set or changed */
1084 SAVEDSTATES changed;
1085 SAVEDSTATES set;
1086 struct list set_vconstantsF;
1087 struct list set_pconstantsF;
1089 /* Drawing - Vertex Shader or FVF related */
1090 DWORD fvf;
1091 /* Vertex Shader Declaration */
1092 IWineD3DVertexDeclaration *vertexDecl;
1094 IWineD3DVertexShader *vertexShader;
1096 /* Vertex Shader Constants */
1097 BOOL vertexShaderConstantB[MAX_CONST_B];
1098 INT vertexShaderConstantI[MAX_CONST_I * 4];
1099 float *vertexShaderConstantF;
1101 /* Stream Source */
1102 BOOL streamIsUP;
1103 UINT streamStride[MAX_STREAMS];
1104 UINT streamOffset[MAX_STREAMS];
1105 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1106 UINT streamFreq[MAX_STREAMS];
1107 UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1109 /* Indices */
1110 IWineD3DIndexBuffer* pIndexData;
1111 UINT baseVertexIndex; /* Note: only used for d3d8 */
1113 /* Transform */
1114 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1116 /* Lights */
1117 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1119 /* Clipping */
1120 double clipplane[MAX_CLIPPLANES][4];
1121 WINED3DCLIPSTATUS clip_status;
1123 /* ViewPort */
1124 WINED3DVIEWPORT viewport;
1126 /* Material */
1127 WINED3DMATERIAL material;
1129 /* Pixel Shader */
1130 IWineD3DPixelShader *pixelShader;
1132 /* Pixel Shader Constants */
1133 BOOL pixelShaderConstantB[MAX_CONST_B];
1134 INT pixelShaderConstantI[MAX_CONST_I * 4];
1135 float *pixelShaderConstantF;
1137 /* Indexed Vertex Blending */
1138 D3DVERTEXBLENDFLAGS vertex_blend;
1139 FLOAT tween_factor;
1141 /* RenderState */
1142 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1144 /* Texture */
1145 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1146 int textureDimensions[MAX_SAMPLERS];
1148 /* Texture State Stage */
1149 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1150 /* Sampler States */
1151 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1153 /* Current GLSL Shader Program */
1154 struct glsl_shader_prog_link *glsl_program;
1157 extern void stateblock_savedstates_set(
1158 IWineD3DStateBlock* iface,
1159 SAVEDSTATES* states,
1160 BOOL value);
1162 extern void stateblock_savedstates_copy(
1163 IWineD3DStateBlock* iface,
1164 SAVEDSTATES* dest,
1165 SAVEDSTATES* source);
1167 extern void stateblock_copy(
1168 IWineD3DStateBlock* destination,
1169 IWineD3DStateBlock* source);
1171 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1173 /*****************************************************************************
1174 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1176 typedef struct IWineD3DQueryImpl
1178 const IWineD3DQueryVtbl *lpVtbl;
1179 LONG ref; /* Note: Ref counting not required */
1181 IUnknown *parent;
1182 /*TODO: replace with iface usage */
1183 #if 0
1184 IWineD3DDevice *wineD3DDevice;
1185 #else
1186 IWineD3DDeviceImpl *wineD3DDevice;
1187 #endif
1188 /* IWineD3DQuery fields */
1190 D3DQUERYTYPE type;
1191 /* TODO: Think about using a IUnknown instead of a void* */
1192 void *extendedData;
1195 } IWineD3DQueryImpl;
1197 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1199 /* Datastructures for IWineD3DQueryImpl.extendedData */
1200 typedef struct WineQueryOcclusionData {
1201 GLuint queryId;
1202 } WineQueryOcclusionData;
1205 /*****************************************************************************
1206 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1209 typedef struct IWineD3DSwapChainImpl
1211 /*IUnknown part*/
1212 IWineD3DSwapChainVtbl *lpVtbl;
1213 LONG ref; /* Note: Ref counting not required */
1215 IUnknown *parent;
1216 IWineD3DDeviceImpl *wineD3DDevice;
1218 /* IWineD3DSwapChain fields */
1219 IWineD3DSurface **backBuffer;
1220 IWineD3DSurface *frontBuffer;
1221 BOOL wantsDepthStencilBuffer;
1222 D3DPRESENT_PARAMETERS presentParms;
1224 /* TODO: move everything up to drawable off into a context manager
1225 and store the 'data' in the contextManagerData interface.
1226 IUnknown *contextManagerData;
1229 HWND win_handle;
1230 Window win;
1231 Display *display;
1233 GLXContext glCtx;
1234 XVisualInfo *visInfo;
1235 GLXContext render_ctx;
1236 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1237 Drawable drawable;
1238 } IWineD3DSwapChainImpl;
1240 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1242 /*****************************************************************************
1243 * Utility function prototypes
1246 /* Trace routines */
1247 const char* debug_d3dformat(WINED3DFORMAT fmt);
1248 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1249 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1250 const char* debug_d3dusage(DWORD usage);
1251 const char* debug_d3dusagequery(DWORD usagequery);
1252 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1253 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1254 const char* debug_d3ddeclusage(BYTE usage);
1255 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1256 const char* debug_d3drenderstate(DWORD state);
1257 const char* debug_d3dsamplerstate(DWORD state);
1258 const char* debug_d3dtexturestate(DWORD state);
1259 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1260 const char* debug_d3dpool(WINED3DPOOL pool);
1262 /* Routines for GL <-> D3D values */
1263 GLenum StencilOp(DWORD op);
1264 GLenum CompareFunc(DWORD func);
1265 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1266 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1267 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1269 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1271 /* Math utils */
1272 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1274 /*****************************************************************************
1275 * To enable calling of inherited functions, requires prototypes
1277 * Note: Only require classes which are subclassed, ie resource, basetexture,
1279 /*** IUnknown methods ***/
1280 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1281 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1282 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1283 /*** IWineD3DResource methods ***/
1284 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1285 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1286 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1287 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1288 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1289 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1290 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1291 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1292 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1293 /*** class static members ***/
1294 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1296 /*** IUnknown methods ***/
1297 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1298 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1299 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1300 /*** IWineD3DResource methods ***/
1301 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1302 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1303 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1304 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1305 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1306 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1307 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1308 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1309 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1310 /*** IWineD3DBaseTexture methods ***/
1311 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1312 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1313 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1314 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1315 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1316 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1317 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1318 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1320 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1321 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1322 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1323 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1324 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1325 /*** class static members ***/
1326 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1328 struct SHADER_OPCODE_ARG;
1329 typedef void (*shader_fct_t)();
1330 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1332 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1333 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1334 * used if the user is using GLSL shaders. */
1335 struct glsl_shader_prog_link {
1336 struct list entry;
1337 GLhandleARB programId;
1338 GLhandleARB *vuniformF_locations;
1339 GLhandleARB *puniformF_locations;
1340 IWineD3DVertexShader* vertexShader;
1341 IWineD3DPixelShader* pixelShader;
1344 /* TODO: Make this dynamic, based on shader limits ? */
1345 #define MAX_REG_ADDR 1
1346 #define MAX_REG_TEMP 32
1347 #define MAX_REG_TEXCRD 8
1348 #define MAX_REG_INPUT 12
1349 #define MAX_REG_OUTPUT 12
1350 #define MAX_ATTRIBS 16
1351 #define MAX_CONST_I 16
1352 #define MAX_CONST_B 16
1354 /* FIXME: This needs to go up to 2048 for
1355 * Shader model 3 according to msdn (and for software shaders) */
1356 #define MAX_LABELS 16
1358 typedef struct semantic {
1359 DWORD usage;
1360 DWORD reg;
1361 } semantic;
1363 typedef struct local_constant {
1364 struct list entry;
1365 unsigned int idx;
1366 DWORD value[4];
1367 } local_constant;
1369 typedef struct shader_reg_maps {
1371 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1372 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1373 char address[MAX_REG_ADDR]; /* vertex */
1374 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1375 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1376 char attributes[MAX_ATTRIBS]; /* vertex */
1377 char labels[MAX_LABELS]; /* pixel, vertex */
1379 /* Sampler usage tokens
1380 * Use 0 as default (bit 31 is always 1 on a valid token) */
1381 DWORD samplers[MAX_SAMPLERS];
1383 /* Whether or not a loop is used in this shader */
1384 char loop;
1386 /* Whether or not this shader uses fog */
1387 char fog;
1389 } shader_reg_maps;
1391 #define SHADER_PGMSIZE 65535
1392 typedef struct SHADER_BUFFER {
1393 char* buffer;
1394 unsigned int bsize;
1395 unsigned int lineNo;
1396 } SHADER_BUFFER;
1398 /* Undocumented opcode controls */
1399 #define INST_CONTROLS_SHIFT 16
1400 #define INST_CONTROLS_MASK 0x00ff0000
1402 typedef enum COMPARISON_TYPE {
1403 COMPARISON_GT = 1,
1404 COMPARISON_EQ = 2,
1405 COMPARISON_GE = 3,
1406 COMPARISON_LT = 4,
1407 COMPARISON_NE = 5,
1408 COMPARISON_LE = 6
1409 } COMPARISON_TYPE;
1411 typedef struct SHADER_OPCODE {
1412 unsigned int opcode;
1413 const char* name;
1414 const char* glname;
1415 char dst_token;
1416 CONST UINT num_params;
1417 shader_fct_t soft_fct;
1418 SHADER_HANDLER hw_fct;
1419 SHADER_HANDLER hw_glsl_fct;
1420 DWORD min_version;
1421 DWORD max_version;
1422 } SHADER_OPCODE;
1424 typedef struct SHADER_OPCODE_ARG {
1425 IWineD3DBaseShader* shader;
1426 shader_reg_maps* reg_maps;
1427 CONST SHADER_OPCODE* opcode;
1428 DWORD opcode_token;
1429 DWORD dst;
1430 DWORD dst_addr;
1431 DWORD predicate;
1432 DWORD src[4];
1433 DWORD src_addr[4];
1434 SHADER_BUFFER* buffer;
1435 } SHADER_OPCODE_ARG;
1437 typedef struct SHADER_LIMITS {
1438 unsigned int temporary;
1439 unsigned int texcoord;
1440 unsigned int sampler;
1441 unsigned int constant_int;
1442 unsigned int constant_float;
1443 unsigned int constant_bool;
1444 unsigned int address;
1445 unsigned int packed_output;
1446 unsigned int packed_input;
1447 unsigned int attributes;
1448 unsigned int label;
1449 } SHADER_LIMITS;
1451 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1452 maintain state information between multiple codes */
1453 typedef struct SHADER_PARSE_STATE {
1454 unsigned int current_row;
1455 DWORD texcoord_w[2];
1456 } SHADER_PARSE_STATE;
1458 /* Base Shader utility functions.
1459 * (may move callers into the same file in the future) */
1460 extern int shader_addline(
1461 SHADER_BUFFER* buffer,
1462 const char* fmt, ...);
1464 extern const SHADER_OPCODE* shader_get_opcode(
1465 IWineD3DBaseShader *iface,
1466 const DWORD code);
1468 extern void shader_delete_constant_list(
1469 struct list* clist);
1471 /* Vertex shader utility functions */
1472 extern BOOL vshader_get_input(
1473 IWineD3DVertexShader* iface,
1474 BYTE usage_req, BYTE usage_idx_req,
1475 unsigned int* regnum);
1477 extern BOOL vshader_input_is_color(
1478 IWineD3DVertexShader* iface,
1479 unsigned int regnum);
1481 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1483 /* ARB_[vertex/fragment]_program helper functions */
1484 extern void shader_arb_load_constants(
1485 IWineD3DDevice* device,
1486 char usePixelShader,
1487 char useVertexShader);
1489 /* ARB shader program Prototypes */
1490 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1492 /* ARB pixel shader prototypes */
1493 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1494 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1495 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1496 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1497 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1498 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1499 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1500 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1501 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1502 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1503 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1504 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1505 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1506 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1508 /* ARB vertex shader prototypes */
1509 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1510 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1512 /* GLSL helper functions */
1513 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1514 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1515 extern void shader_glsl_load_constants(
1516 IWineD3DDevice* device,
1517 char usePixelShader,
1518 char useVertexShader);
1520 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1521 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1522 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1523 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1524 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1525 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1526 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1527 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1528 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1529 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1530 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1531 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1532 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1533 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1534 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1535 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1536 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1537 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1538 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1547 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1548 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1549 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1551 /** GLSL Pixel Shader Prototypes */
1552 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1553 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1554 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1555 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1556 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1569 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1570 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1571 extern void pshader_glsl_input_pack(
1572 SHADER_BUFFER* buffer,
1573 semantic* semantics_out);
1575 /** GLSL Vertex Shader Prototypes */
1576 extern void vshader_glsl_output_unpack(
1577 SHADER_BUFFER* buffer,
1578 semantic* semantics_out);
1580 /*****************************************************************************
1581 * IDirect3DBaseShader implementation structure
1583 typedef struct IWineD3DBaseShaderClass
1585 DWORD hex_version;
1586 SHADER_LIMITS limits;
1587 SHADER_PARSE_STATE parse_state;
1588 CONST SHADER_OPCODE *shader_ins;
1589 CONST DWORD *function;
1590 UINT functionLength;
1591 GLuint prgId;
1592 BOOL is_compiled;
1594 /* Type of shader backend */
1595 int shader_mode;
1597 /* Immediate constants (override global ones) */
1598 struct list constantsB;
1599 struct list constantsF;
1600 struct list constantsI;
1601 shader_reg_maps reg_maps;
1603 /* Pointer to the parent device */
1604 IWineD3DDevice *device;
1606 } IWineD3DBaseShaderClass;
1608 typedef struct IWineD3DBaseShaderImpl {
1609 /* IUnknown */
1610 const IWineD3DBaseShaderVtbl *lpVtbl;
1611 LONG ref;
1613 /* IWineD3DBaseShader */
1614 IWineD3DBaseShaderClass baseShader;
1615 } IWineD3DBaseShaderImpl;
1617 extern HRESULT shader_get_registers_used(
1618 IWineD3DBaseShader *iface,
1619 shader_reg_maps* reg_maps,
1620 semantic* semantics_in,
1621 semantic* semantics_out,
1622 CONST DWORD* pToken,
1623 IWineD3DStateBlockImpl *stateBlock);
1625 extern void shader_generate_glsl_declarations(
1626 IWineD3DBaseShader *iface,
1627 shader_reg_maps* reg_maps,
1628 SHADER_BUFFER* buffer,
1629 WineD3D_GL_Info* gl_info);
1631 extern void shader_generate_arb_declarations(
1632 IWineD3DBaseShader *iface,
1633 shader_reg_maps* reg_maps,
1634 SHADER_BUFFER* buffer,
1635 WineD3D_GL_Info* gl_info);
1637 extern void shader_generate_main(
1638 IWineD3DBaseShader *iface,
1639 SHADER_BUFFER* buffer,
1640 shader_reg_maps* reg_maps,
1641 CONST DWORD* pFunction);
1643 extern void shader_dump_ins_modifiers(
1644 const DWORD output);
1646 extern void shader_dump_param(
1647 IWineD3DBaseShader *iface,
1648 const DWORD param,
1649 const DWORD addr_token,
1650 int input);
1652 extern void shader_trace_init(
1653 IWineD3DBaseShader *iface,
1654 const DWORD* pFunction);
1656 extern int shader_get_param(
1657 IWineD3DBaseShader* iface,
1658 const DWORD* pToken,
1659 DWORD* param,
1660 DWORD* addr_token);
1662 extern int shader_skip_unrecognized(
1663 IWineD3DBaseShader* iface,
1664 const DWORD* pToken);
1666 extern void print_glsl_info_log(
1667 WineD3D_GL_Info *gl_info,
1668 GLhandleARB obj);
1670 inline static int shader_get_regtype(const DWORD param) {
1671 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1672 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1675 extern unsigned int shader_get_float_offset(const DWORD reg);
1677 inline static BOOL shader_is_pshader_version(DWORD token) {
1678 return 0xFFFF0000 == (token & 0xFFFF0000);
1681 inline static BOOL shader_is_vshader_version(DWORD token) {
1682 return 0xFFFE0000 == (token & 0xFFFF0000);
1685 inline static BOOL shader_is_comment(DWORD token) {
1686 return WINED3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1689 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1690 * so upload them above that
1692 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1693 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1695 /*****************************************************************************
1696 * IDirect3DVertexShader implementation structure
1698 typedef struct IWineD3DVertexShaderImpl {
1699 /* IUnknown parts*/
1700 const IWineD3DVertexShaderVtbl *lpVtbl;
1701 LONG ref; /* Note: Ref counting not required */
1703 /* IWineD3DBaseShader */
1704 IWineD3DBaseShaderClass baseShader;
1706 /* IWineD3DVertexShaderImpl */
1707 IUnknown *parent;
1709 char usesFog;
1710 DWORD usage;
1712 /* Vertex shader input and output semantics */
1713 semantic semantics_in [MAX_ATTRIBS];
1714 semantic semantics_out [MAX_REG_OUTPUT];
1716 /* run time datas... */
1717 VSHADERDATA *data;
1718 IWineD3DVertexDeclaration *vertexDeclaration;
1719 #if 0 /* needs reworking */
1720 /* run time datas */
1721 VSHADERINPUTDATA input;
1722 VSHADEROUTPUTDATA output;
1723 #endif
1724 } IWineD3DVertexShaderImpl;
1725 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1726 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1728 /*****************************************************************************
1729 * IDirect3DPixelShader implementation structure
1731 typedef struct IWineD3DPixelShaderImpl {
1732 /* IUnknown parts */
1733 const IWineD3DPixelShaderVtbl *lpVtbl;
1734 LONG ref; /* Note: Ref counting not required */
1736 /* IWineD3DBaseShader */
1737 IWineD3DBaseShaderClass baseShader;
1739 /* IWineD3DPixelShaderImpl */
1740 IUnknown *parent;
1742 /* Pixel shader input semantics */
1743 semantic semantics_in [MAX_REG_INPUT];
1745 /* run time data */
1746 PSHADERDATA *data;
1748 #if 0 /* needs reworking */
1749 PSHADERINPUTDATA input;
1750 PSHADEROUTPUTDATA output;
1751 #endif
1752 } IWineD3DPixelShaderImpl;
1754 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1755 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1757 /*****************************************************************************
1758 * IWineD3DPalette implementation structure
1760 struct IWineD3DPaletteImpl {
1761 /* IUnknown parts */
1762 const IWineD3DPaletteVtbl *lpVtbl;
1763 LONG ref;
1765 IUnknown *parent;
1766 IWineD3DDeviceImpl *wineD3DDevice;
1768 /* IWineD3DPalette */
1769 HPALETTE hpal;
1770 WORD palVersion; /*| */
1771 WORD palNumEntries; /*| LOGPALETTE */
1772 PALETTEENTRY palents[256]; /*| */
1773 /* This is to store the palette in 'screen format' */
1774 int screen_palents[256];
1775 DWORD Flags;
1778 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1779 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1781 /* DirectDraw utility functions */
1782 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1784 /*****************************************************************************
1785 * Pixel format management
1787 typedef struct {
1788 WINED3DFORMAT format;
1789 DWORD alphaMask, redMask, greenMask, blueMask;
1790 UINT bpp;
1791 BOOL isFourcc;
1792 GLint glInternal, glFormat, glType;
1793 } PixelFormatDesc;
1795 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1796 #endif