wined3d: Make the state table a property of the shader backend.
[wine/wine64.git] / dlls / wined3d / wined3d_private.h
blobdbaa0baeafcf2c244bfbf4581cd9e406c6e599de
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in) {
134 const unsigned short s = ((*in) & 0x8000);
135 const unsigned short e = ((*in) & 0x7C00) >> 10;
136 const unsigned short m = (*in) & 0x3FF;
137 const float sgn = (s ? -1.0 : 1.0);
139 if(e == 0) {
140 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
142 } else if(e < 31) {
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
144 } else {
145 if(m == 0) return sgn / 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in) {
151 int exp = 0;
152 float tmp = fabs(*in);
153 unsigned int mantissa;
154 unsigned short ret;
156 /* Deal with special numbers */
157 if(*in == 0.0) return 0x0000;
158 if(isnan(*in)) return 0x7C01;
159 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp < pow(2, 10)) {
164 tmp = tmp * 2.0;
165 exp--;
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
170 tmp /= 2.0;
171 exp++;
172 }while(tmp >= pow(2, 11));
175 mantissa = (unsigned int) tmp;
176 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
178 exp += 10; /* Normalize the mantissa */
179 exp += 15; /* Exponent is encoded with excess 15 */
181 if(exp > 30) { /* too big */
182 ret = 0x7c00; /* INF */
183 } else if(exp <= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
185 while(exp <= 0) {
186 mantissa = mantissa >> 1;
187 exp++;
189 ret = mantissa & 0x3ff;
190 } else {
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
195 return ret;
199 * Settings
201 #define VS_NONE 0
202 #define VS_HW 1
204 #define PS_NONE 0
205 #define PS_HW 1
207 #define VBO_NONE 0
208 #define VBO_HW 1
210 #define NP2_NONE 0
211 #define NP2_REPACK 1
212 #define NP2_NATIVE 2
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
216 #define ORM_FBO 2
218 #define SHADER_ARB 1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
222 #define RTL_DISABLE -1
223 #define RTL_AUTO 0
224 #define RTL_READDRAW 1
225 #define RTL_READTEX 2
226 #define RTL_TEXDRAW 3
227 #define RTL_TEXTEX 4
229 /* NOTE: When adding fields to this structure, make sure to update the default
230 * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s {
232 /* vertex and pixel shader modes */
233 int vs_mode;
234 int ps_mode;
235 int vbo_mode;
236 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
237 we should use it. However, until it's fully implemented, we'll leave it as a registry
238 setting for developers. */
239 BOOL glslRequested;
240 int offscreen_rendering_mode;
241 int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243 unsigned int emulated_textureram;
244 char *logo;
245 } wined3d_settings_t;
247 extern wined3d_settings_t wined3d_settings;
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
252 typedef struct {
253 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
254 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
255 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
256 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
257 void (*shader_cleanup)(IWineD3DDevice *iface);
258 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
259 void (*shader_destroy)(IWineD3DBaseShader *iface);
260 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
261 void (*shader_free_private)(IWineD3DDevice *iface);
262 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
263 const struct StateEntry *StateTable;
264 } shader_backend_t;
266 extern const shader_backend_t glsl_shader_backend;
267 extern const shader_backend_t arb_program_shader_backend;
268 extern const shader_backend_t none_shader_backend;
270 /* GLSL shader private data */
271 struct shader_glsl_priv {
272 GLhandleARB depth_blt_glsl_program_id;
275 /* ARB_program_shader private data */
276 struct shader_arb_priv {
277 GLuint depth_blt_vprogram_id;
278 GLuint depth_blt_fprogram_id;
281 /* X11 locking */
283 extern void (*wine_tsx11_lock_ptr)(void);
284 extern void (*wine_tsx11_unlock_ptr)(void);
286 /* As GLX relies on X, this is needed */
287 extern int num_lock;
289 #if 0
290 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
291 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
292 #else
293 #define ENTER_GL() wine_tsx11_lock_ptr()
294 #define LEAVE_GL() wine_tsx11_unlock_ptr()
295 #endif
297 /*****************************************************************************
298 * Defines
301 /* GL related defines */
302 /* ------------------ */
303 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
304 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
305 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
306 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
308 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
309 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
310 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
311 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
313 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
314 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
315 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
316 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
318 #define D3DCOLORTOGLFLOAT4(dw, vec) \
319 (vec)[0] = D3DCOLOR_R(dw); \
320 (vec)[1] = D3DCOLOR_G(dw); \
321 (vec)[2] = D3DCOLOR_B(dw); \
322 (vec)[3] = D3DCOLOR_A(dw);
324 /* DirectX Device Limits */
325 /* --------------------- */
326 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
328 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
329 See MaxStreams in MSDN under GetDeviceCaps */
330 /* Maximum number of constants provided to the shaders */
331 #define HIGHEST_TRANSFORMSTATE 512
332 /* Highest value in WINED3DTRANSFORMSTATETYPE */
333 #define MAX_PALETTES 256
335 /* Checking of API calls */
336 /* --------------------- */
337 #define checkGLcall(A) \
339 GLint err = glGetError(); \
340 if (err == GL_NO_ERROR) { \
341 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
343 } else do { \
344 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
345 debug_glerror(err), err, A, __FILE__, __LINE__); \
346 err = glGetError(); \
347 } while (err != GL_NO_ERROR); \
350 /* Trace routines / diagnostics */
351 /* ---------------------------- */
353 /* Dump out a matrix and copy it */
354 #define conv_mat(mat,gl_mat) \
355 do { \
356 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
357 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
358 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
359 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
360 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
361 } while (0)
363 /* Macro to dump out the current state of the light chain */
364 #define DUMP_LIGHT_CHAIN() \
366 PLIGHTINFOEL *el = This->stateBlock->lights;\
367 while (el) { \
368 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
369 el = el->next; \
373 /* Trace vector and strided data information */
374 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
375 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
376 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);
378 /* Defines used for optimizations */
380 /* Only reapply what is necessary */
381 #define REAPPLY_ALPHAOP 0x0001
382 #define REAPPLY_ALL 0xFFFF
384 /* Advance declaration of structures to satisfy compiler */
385 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
386 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
387 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
388 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
390 /* Global variables */
391 extern const float identity[16];
393 /*****************************************************************************
394 * Compilable extra diagnostics
397 /* Trace information per-vertex: (extremely high amount of trace) */
398 #if 0 /* NOTE: Must be 0 in cvs */
399 # define VTRACE(A) TRACE A
400 #else
401 # define VTRACE(A)
402 #endif
404 /* Checking of per-vertex related GL calls */
405 /* --------------------- */
406 #define vcheckGLcall(A) \
408 GLint err = glGetError(); \
409 if (err == GL_NO_ERROR) { \
410 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
412 } else do { \
413 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
414 debug_glerror(err), err, A, __FILE__, __LINE__); \
415 err = glGetError(); \
416 } while (err != GL_NO_ERROR); \
419 /* TODO: Confirm each of these works when wined3d move completed */
420 #if 0 /* NOTE: Must be 0 in cvs */
421 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
422 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
423 is enabled, and if it doesn't exist it is disabled. */
424 # define FRAME_DEBUGGING
425 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
426 the file is deleted */
427 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
428 # define SINGLE_FRAME_DEBUGGING
429 # endif
430 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
431 It can only be enabled when FRAME_DEBUGGING is also enabled
432 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
433 array is drawn. */
434 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
435 # define SHOW_FRAME_MAKEUP 1
436 # endif
437 /* The following, when enabled, lets you see the makeup of the all the textures used during each
438 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
439 The contents of the textures assigned to each stage are written into
440 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
441 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
442 # define SHOW_TEXTURE_MAKEUP 0
443 # endif
444 extern BOOL isOn;
445 extern BOOL isDumpingFrames;
446 extern LONG primCounter;
447 #endif
449 /*****************************************************************************
450 * Prototypes
453 /* Routine common to the draw primitive and draw indexed primitive routines */
454 void drawPrimitive(IWineD3DDevice *iface,
455 int PrimitiveType,
456 long NumPrimitives,
457 /* for Indexed: */
458 long StartVertexIndex,
459 UINT numberOfVertices,
460 long StartIdx,
461 short idxBytes,
462 const void *idxData,
463 int minIndex);
465 void primitiveDeclarationConvertToStridedData(
466 IWineD3DDevice *iface,
467 BOOL useVertexShaderFunction,
468 WineDirect3DVertexStridedData *strided,
469 BOOL *fixup);
471 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
473 typedef void (*glAttribFunc)(void *data);
474 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
475 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
476 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
477 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
478 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
480 #define eps 1e-8
482 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
483 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
485 void depth_copy(IWineD3DDevice *iface);
487 /* Routines and structures related to state management */
488 typedef struct WineD3DContext WineD3DContext;
489 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
491 #define STATE_RENDER(a) (a)
492 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
494 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
495 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
497 /* + 1 because samplers start with 0 */
498 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
499 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
501 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
502 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
504 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
505 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
507 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
508 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
509 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
510 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
512 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
513 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
515 #define STATE_VSHADER (STATE_VDECL + 1)
516 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
518 #define STATE_VIEWPORT (STATE_VSHADER + 1)
519 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
521 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
522 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
523 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
524 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
526 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
527 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
529 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
530 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
532 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
533 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
535 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
537 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
539 #define STATE_HIGHEST (STATE_FRONTFACE)
541 struct StateEntry
543 DWORD representative;
544 APPLYSTATEFUNC apply;
547 /* "Base" state table */
548 extern const struct StateEntry FFPStateTable[];
550 /* The new context manager that should deal with onscreen and offscreen rendering */
551 struct WineD3DContext {
552 /* State dirtification
553 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
554 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
555 * 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
556 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
558 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
559 DWORD numDirtyEntries;
560 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
562 IWineD3DSurface *surface;
563 DWORD tid; /* Thread ID which owns this context at the moment */
565 /* Stores some information about the context state for optimization */
566 GLint last_draw_buffer;
567 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
568 BOOL last_was_pshader;
569 BOOL last_was_vshader;
570 BOOL last_was_foggy_shader;
571 BOOL namedArraysLoaded, numberedArraysLoaded;
572 BOOL lastWasPow2Texture[MAX_TEXTURES];
573 GLenum tracking_parm; /* Which source is tracking current colour */
574 unsigned char num_untracked_materials;
575 GLenum untracked_materials[2];
576 BOOL last_was_blit, last_was_ckey;
577 char texShaderBumpMap;
578 BOOL fog_coord;
580 char *vshader_const_dirty, *pshader_const_dirty;
582 /* The actual opengl context */
583 HGLRC glCtx;
584 HWND win_handle;
585 HDC hdc;
586 HPBUFFERARB pbuffer;
587 BOOL isPBuffer;
590 typedef enum ContextUsage {
591 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
592 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
593 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
594 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
595 } ContextUsage;
597 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
598 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
599 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
600 void apply_fbo_state(IWineD3DDevice *iface);
602 /* Macros for doing basic GPU detection based on opengl capabilities */
603 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
604 #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])
605 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
606 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
608 /* Default callbacks for implicit object destruction */
609 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
611 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
613 /*****************************************************************************
614 * Internal representation of a light
616 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
617 struct PLIGHTINFOEL {
618 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
619 DWORD OriginalIndex;
620 LONG glIndex;
621 BOOL changed;
622 BOOL enabledChanged;
623 BOOL enabled;
625 /* Converted parms to speed up swapping lights */
626 float lightPosn[4];
627 float lightDirn[4];
628 float exponent;
629 float cutoff;
631 struct list entry;
634 /* The default light parameters */
635 extern const WINED3DLIGHT WINED3D_default_light;
637 typedef struct WineD3D_PixelFormat
639 int iPixelFormat; /* WGL pixel format */
640 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
641 int redSize, greenSize, blueSize, alphaSize;
642 int depthSize, stencilSize;
643 BOOL windowDrawable;
644 BOOL pbufferDrawable;
645 } WineD3D_PixelFormat;
647 /* The adapter structure */
648 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
649 struct WineD3DAdapter
651 UINT num;
652 POINT monitorPoint;
653 WineD3D_GL_Info gl_info;
654 const char *driver;
655 const char *description;
656 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
657 int nCfgs;
658 WineD3D_PixelFormat *cfgs;
659 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
660 unsigned int UsedTextureRam;
663 extern BOOL InitAdapters(void);
664 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
665 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
667 /*****************************************************************************
668 * High order patch management
670 struct WineD3DRectPatch
672 UINT Handle;
673 float *mem;
674 WineDirect3DVertexStridedData strided;
675 WINED3DRECTPATCH_INFO RectPatchInfo;
676 float numSegs[4];
677 char has_normals, has_texcoords;
678 struct list entry;
681 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
683 /*****************************************************************************
684 * IWineD3D implementation structure
686 typedef struct IWineD3DImpl
688 /* IUnknown fields */
689 const IWineD3DVtbl *lpVtbl;
690 LONG ref; /* Note: Ref counting not required */
692 /* WineD3D Information */
693 IUnknown *parent;
694 UINT dxVersion;
695 } IWineD3DImpl;
697 extern const IWineD3DVtbl IWineD3D_Vtbl;
699 /* TODO: setup some flags in the registry to enable, disable pbuffer support
700 (since it will break quite a few things until contexts are managed properly!) */
701 extern BOOL pbuffer_support;
702 /* allocate one pbuffer per surface */
703 extern BOOL pbuffer_per_surface;
705 /* A helper function that dumps a resource list */
706 void dumpResources(struct list *list);
708 /*****************************************************************************
709 * IWineD3DDevice implementation structure
711 struct IWineD3DDeviceImpl
713 /* IUnknown fields */
714 const IWineD3DDeviceVtbl *lpVtbl;
715 LONG ref; /* Note: Ref counting not required */
717 /* WineD3D Information */
718 IUnknown *parent;
719 IWineD3D *wineD3D;
720 struct WineD3DAdapter *adapter;
722 /* Window styles to restore when switching fullscreen mode */
723 LONG style;
724 LONG exStyle;
726 /* X and GL Information */
727 GLint maxConcurrentLights;
728 GLenum offscreenBuffer;
730 /* Selected capabilities */
731 int vs_selected_mode;
732 int ps_selected_mode;
733 const shader_backend_t *shader_backend;
734 hash_table_t *glsl_program_lookup;
735 void *shader_priv;
737 /* To store */
738 BOOL view_ident; /* true iff view matrix is identity */
739 BOOL untransformed;
740 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
741 unsigned char surface_alignment; /* Line Alignment of surfaces */
743 /* State block related */
744 BOOL isRecordingState;
745 IWineD3DStateBlockImpl *stateBlock;
746 IWineD3DStateBlockImpl *updateStateBlock;
747 BOOL isInDraw;
749 /* Internal use fields */
750 WINED3DDEVICE_CREATION_PARAMETERS createParms;
751 UINT adapterNo;
752 WINED3DDEVTYPE devType;
754 IWineD3DSwapChain **swapchains;
755 UINT NumberOfSwapChains;
757 struct list resources; /* a linked list to track resources created by the device */
758 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
759 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
761 /* Render Target Support */
762 IWineD3DSurface **render_targets;
763 IWineD3DSurface *auto_depth_stencil_buffer;
764 IWineD3DSurface **fbo_color_attachments;
765 IWineD3DSurface *fbo_depth_attachment;
767 IWineD3DSurface *stencilBufferTarget;
769 /* Caches to avoid unneeded context changes */
770 IWineD3DSurface *lastActiveRenderTarget;
771 IWineD3DSwapChain *lastActiveSwapChain;
773 /* palettes texture management */
774 PALETTEENTRY palettes[MAX_PALETTES][256];
775 UINT currentPalette;
776 UINT paletteConversionShader;
778 /* For rendering to a texture using glCopyTexImage */
779 BOOL render_offscreen;
780 WINED3D_DEPTHCOPYSTATE depth_copy_state;
781 GLuint fbo;
782 GLuint src_fbo;
783 GLuint dst_fbo;
784 GLenum *draw_buffers;
785 GLuint depth_blt_texture;
787 /* Cursor management */
788 BOOL bCursorVisible;
789 UINT xHotSpot;
790 UINT yHotSpot;
791 UINT xScreenSpace;
792 UINT yScreenSpace;
793 UINT cursorWidth, cursorHeight;
794 GLuint cursorTexture;
795 BOOL haveHardwareCursor;
796 HCURSOR hardwareCursor;
798 /* The Wine logo surface */
799 IWineD3DSurface *logo_surface;
801 /* Textures for when no other textures are mapped */
802 UINT dummyTextureName[MAX_TEXTURES];
804 /* Debug stream management */
805 BOOL debug;
807 /* Device state management */
808 HRESULT state;
809 BOOL d3d_initialized;
811 /* A flag to check for proper BeginScene / EndScene call pairs */
812 BOOL inScene;
814 /* process vertex shaders using software or hardware */
815 BOOL softwareVertexProcessing;
817 /* DirectDraw stuff */
818 HWND ddraw_window;
819 IWineD3DSurface *ddraw_primary;
820 DWORD ddraw_width, ddraw_height;
821 WINED3DFORMAT ddraw_format;
822 BOOL ddraw_fullscreen;
824 /* Final position fixup constant */
825 float posFixup[4];
827 /* With register combiners we can skip junk texture stages */
828 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
829 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
830 BOOL fixed_function_usage_map[MAX_TEXTURES];
832 /* Stream source management */
833 WineDirect3DVertexStridedData strided_streams;
834 WineDirect3DVertexStridedData *up_strided;
835 BOOL useDrawStridedSlow;
836 BOOL instancedDraw;
838 /* Context management */
839 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
840 WineD3DContext *activeContext;
841 DWORD lastThread;
842 UINT numContexts;
843 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
844 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
846 /* High level patch management */
847 #define PATCHMAP_SIZE 43
848 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
849 struct list patches[PATCHMAP_SIZE];
850 struct WineD3DRectPatch *currentPatch;
853 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
855 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
856 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
857 float Z, DWORD Stencil);
858 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
859 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
860 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
861 DWORD idx = state >> 5;
862 BYTE shift = state & 0x1f;
863 return context->isStateDirty[idx] & (1 << shift);
866 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
867 typedef struct PrivateData
869 struct list entry;
871 GUID tag;
872 DWORD flags; /* DDSPD_* */
873 DWORD uniqueness_value;
875 union
877 LPVOID data;
878 LPUNKNOWN object;
879 } ptr;
881 DWORD size;
882 } PrivateData;
884 /*****************************************************************************
885 * IWineD3DResource implementation structure
887 typedef struct IWineD3DResourceClass
889 /* IUnknown fields */
890 LONG ref; /* Note: Ref counting not required */
892 /* WineD3DResource Information */
893 IUnknown *parent;
894 WINED3DRESOURCETYPE resourceType;
895 IWineD3DDeviceImpl *wineD3DDevice;
896 WINED3DPOOL pool;
897 UINT size;
898 DWORD usage;
899 WINED3DFORMAT format;
900 BYTE *allocatedMemory; /* Pointer to the real data location */
901 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
902 struct list privateData;
903 struct list resource_list_entry;
905 } IWineD3DResourceClass;
907 typedef struct IWineD3DResourceImpl
909 /* IUnknown & WineD3DResource Information */
910 const IWineD3DResourceVtbl *lpVtbl;
911 IWineD3DResourceClass resource;
912 } IWineD3DResourceImpl;
914 /* Tests show that the start address of resources is 32 byte aligned */
915 #define RESOURCE_ALIGNMENT 32
917 /*****************************************************************************
918 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
920 enum vbo_conversion_type {
921 CONV_NONE = 0,
922 CONV_D3DCOLOR = 1,
923 CONV_POSITIONT = 2,
924 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
926 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
927 * fixed function semantics as D3DCOLOR or FLOAT16
931 typedef struct IWineD3DVertexBufferImpl
933 /* IUnknown & WineD3DResource Information */
934 const IWineD3DVertexBufferVtbl *lpVtbl;
935 IWineD3DResourceClass resource;
937 /* WineD3DVertexBuffer specifics */
938 DWORD fvf;
940 /* Vertex buffer object support */
941 GLuint vbo;
942 BYTE Flags;
943 LONG bindCount;
944 LONG vbo_size;
945 GLenum vbo_usage;
947 UINT dirtystart, dirtyend;
948 LONG lockcount;
950 LONG declChanges, draws;
951 /* Last description of the buffer */
952 DWORD stride; /* 0 if no conversion */
953 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
955 /* Extra load offsets, for FLOAT16 conversion */
956 DWORD *conv_shift; /* NULL if no shifted conversion */
957 DWORD conv_stride; /* 0 if no shifted conversion */
958 } IWineD3DVertexBufferImpl;
960 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
962 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
963 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
964 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
965 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
967 /*****************************************************************************
968 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
970 typedef struct IWineD3DIndexBufferImpl
972 /* IUnknown & WineD3DResource Information */
973 const IWineD3DIndexBufferVtbl *lpVtbl;
974 IWineD3DResourceClass resource;
976 GLuint vbo;
977 UINT dirtystart, dirtyend;
978 LONG lockcount;
980 /* WineD3DVertexBuffer specifics */
981 } IWineD3DIndexBufferImpl;
983 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
985 /*****************************************************************************
986 * IWineD3DBaseTexture D3D- > openGL state map lookups
988 #define WINED3DFUNC_NOTSUPPORTED -2
989 #define WINED3DFUNC_UNIMPLEMENTED -1
991 typedef enum winetexturestates {
992 WINED3DTEXSTA_ADDRESSU = 0,
993 WINED3DTEXSTA_ADDRESSV = 1,
994 WINED3DTEXSTA_ADDRESSW = 2,
995 WINED3DTEXSTA_BORDERCOLOR = 3,
996 WINED3DTEXSTA_MAGFILTER = 4,
997 WINED3DTEXSTA_MINFILTER = 5,
998 WINED3DTEXSTA_MIPFILTER = 6,
999 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1000 WINED3DTEXSTA_MAXANISOTROPY = 8,
1001 WINED3DTEXSTA_SRGBTEXTURE = 9,
1002 WINED3DTEXSTA_ELEMENTINDEX = 10,
1003 WINED3DTEXSTA_DMAPOFFSET = 11,
1004 WINED3DTEXSTA_TSSADDRESSW = 12,
1005 MAX_WINETEXTURESTATES = 13,
1006 } winetexturestates;
1008 /*****************************************************************************
1009 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1011 typedef struct IWineD3DBaseTextureClass
1013 UINT levels;
1014 BOOL dirty;
1015 UINT textureName;
1016 UINT LOD;
1017 WINED3DTEXTUREFILTERTYPE filterType;
1018 DWORD states[MAX_WINETEXTURESTATES];
1019 LONG bindCount;
1020 DWORD sampler;
1021 BOOL is_srgb;
1022 UINT srgb_mode_change_count;
1023 WINED3DFORMAT shader_conversion_group;
1024 float pow2Matrix[16];
1025 } IWineD3DBaseTextureClass;
1027 typedef struct IWineD3DBaseTextureImpl
1029 /* IUnknown & WineD3DResource Information */
1030 const IWineD3DBaseTextureVtbl *lpVtbl;
1031 IWineD3DResourceClass resource;
1032 IWineD3DBaseTextureClass baseTexture;
1034 } IWineD3DBaseTextureImpl;
1036 /*****************************************************************************
1037 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1039 typedef struct IWineD3DTextureImpl
1041 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1042 const IWineD3DTextureVtbl *lpVtbl;
1043 IWineD3DResourceClass resource;
1044 IWineD3DBaseTextureClass baseTexture;
1046 /* IWineD3DTexture */
1047 IWineD3DSurface *surfaces[MAX_LEVELS];
1049 UINT width;
1050 UINT height;
1051 UINT target;
1053 } IWineD3DTextureImpl;
1055 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1057 /*****************************************************************************
1058 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1060 typedef struct IWineD3DCubeTextureImpl
1062 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1063 const IWineD3DCubeTextureVtbl *lpVtbl;
1064 IWineD3DResourceClass resource;
1065 IWineD3DBaseTextureClass baseTexture;
1067 /* IWineD3DCubeTexture */
1068 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1070 UINT edgeLength;
1071 } IWineD3DCubeTextureImpl;
1073 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1075 typedef struct _WINED3DVOLUMET_DESC
1077 UINT Width;
1078 UINT Height;
1079 UINT Depth;
1080 } WINED3DVOLUMET_DESC;
1082 /*****************************************************************************
1083 * IWineD3DVolume implementation structure (extends IUnknown)
1085 typedef struct IWineD3DVolumeImpl
1087 /* IUnknown & WineD3DResource fields */
1088 const IWineD3DVolumeVtbl *lpVtbl;
1089 IWineD3DResourceClass resource;
1091 /* WineD3DVolume Information */
1092 WINED3DVOLUMET_DESC currentDesc;
1093 IWineD3DBase *container;
1094 UINT bytesPerPixel;
1096 BOOL lockable;
1097 BOOL locked;
1098 WINED3DBOX lockedBox;
1099 WINED3DBOX dirtyBox;
1100 BOOL dirty;
1103 } IWineD3DVolumeImpl;
1105 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1107 /*****************************************************************************
1108 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1110 typedef struct IWineD3DVolumeTextureImpl
1112 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1113 const IWineD3DVolumeTextureVtbl *lpVtbl;
1114 IWineD3DResourceClass resource;
1115 IWineD3DBaseTextureClass baseTexture;
1117 /* IWineD3DVolumeTexture */
1118 IWineD3DVolume *volumes[MAX_LEVELS];
1120 UINT width;
1121 UINT height;
1122 UINT depth;
1123 } IWineD3DVolumeTextureImpl;
1125 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1127 typedef struct _WINED3DSURFACET_DESC
1129 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1130 DWORD MultiSampleQuality;
1131 UINT Width;
1132 UINT Height;
1133 } WINED3DSURFACET_DESC;
1135 /*****************************************************************************
1136 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1138 typedef struct wineD3DSurface_DIB {
1139 HBITMAP DIBsection;
1140 void* bitmap_data;
1141 UINT bitmap_size;
1142 HGDIOBJ holdbitmap;
1143 BOOL client_memory;
1144 } wineD3DSurface_DIB;
1146 typedef struct {
1147 struct list entry;
1148 GLuint id;
1149 UINT width;
1150 UINT height;
1151 } renderbuffer_entry_t;
1153 /*****************************************************************************
1154 * IWineD3DClipp implementation structure
1156 typedef struct IWineD3DClipperImpl
1158 const IWineD3DClipperVtbl *lpVtbl;
1159 LONG ref;
1161 IUnknown *Parent;
1162 HWND hWnd;
1163 } IWineD3DClipperImpl;
1166 /*****************************************************************************
1167 * IWineD3DSurface implementation structure
1169 struct IWineD3DSurfaceImpl
1171 /* IUnknown & IWineD3DResource Information */
1172 const IWineD3DSurfaceVtbl *lpVtbl;
1173 IWineD3DResourceClass resource;
1175 /* IWineD3DSurface fields */
1176 IWineD3DBase *container;
1177 WINED3DSURFACET_DESC currentDesc;
1178 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1179 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1181 UINT bytesPerPixel;
1183 /* TODO: move this off into a management class(maybe!) */
1184 DWORD Flags;
1186 UINT pow2Width;
1187 UINT pow2Height;
1189 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1190 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1192 /* Oversized texture */
1193 RECT glRect;
1195 /* PBO */
1196 GLuint pbo;
1198 RECT lockedRect;
1199 RECT dirtyRect;
1200 int lockCount;
1201 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1203 glDescriptor glDescription;
1204 BOOL srgb;
1206 /* For GetDC */
1207 wineD3DSurface_DIB dib;
1208 HDC hDC;
1210 /* Color keys for DDraw */
1211 WINEDDCOLORKEY DestBltCKey;
1212 WINEDDCOLORKEY DestOverlayCKey;
1213 WINEDDCOLORKEY SrcOverlayCKey;
1214 WINEDDCOLORKEY SrcBltCKey;
1215 DWORD CKeyFlags;
1217 WINEDDCOLORKEY glCKey;
1219 struct list renderbuffers;
1220 renderbuffer_entry_t *current_renderbuffer;
1222 /* DirectDraw clippers */
1223 IWineD3DClipper *clipper;
1226 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1227 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1229 /* Predeclare the shared Surface functions */
1230 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1231 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1232 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1233 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1234 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1235 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1236 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1237 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1238 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1239 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1240 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1241 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1242 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1243 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1244 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1245 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1246 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1247 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1248 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1249 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1250 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1251 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1252 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1253 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1254 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1255 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1256 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1257 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1258 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1259 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1260 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1261 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1262 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1263 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1265 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1267 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1268 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1269 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1270 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1272 /* Surface flags: */
1273 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1274 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1275 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1276 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1277 #define SFLAG_DISCARD 0x00000010 /* ??? */
1278 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1279 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1280 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1281 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1282 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1283 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1284 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1285 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1286 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1287 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1288 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1289 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1290 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1291 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1293 /* In some conditions the surface memory must not be freed:
1294 * SFLAG_OVERSIZE: Not all data can be kept in GL
1295 * SFLAG_CONVERTED: Converting the data back would take too long
1296 * SFLAG_DIBSECTION: The dib code manages the memory
1297 * SFLAG_LOCKED: The app requires access to the surface data
1298 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1299 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1300 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1301 * SFLAG_CLIENT: OpenGL uses our memory as backup
1303 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1304 SFLAG_CONVERTED | \
1305 SFLAG_DIBSECTION | \
1306 SFLAG_LOCKED | \
1307 SFLAG_DYNLOCK | \
1308 SFLAG_DYNCHANGE | \
1309 SFLAG_USERPTR | \
1310 SFLAG_PBO | \
1311 SFLAG_CLIENT)
1313 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1314 SFLAG_INTEXTURE | \
1315 SFLAG_INDRAWABLE)
1316 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1318 typedef enum {
1319 NO_CONVERSION,
1320 CONVERT_PALETTED,
1321 CONVERT_PALETTED_CK,
1322 CONVERT_CK_565,
1323 CONVERT_CK_5551,
1324 CONVERT_CK_4444,
1325 CONVERT_CK_4444_ARGB,
1326 CONVERT_CK_1555,
1327 CONVERT_555,
1328 CONVERT_CK_RGB24,
1329 CONVERT_CK_8888,
1330 CONVERT_CK_8888_ARGB,
1331 CONVERT_RGB32_888,
1332 CONVERT_V8U8,
1333 CONVERT_L6V5U5,
1334 CONVERT_X8L8V8U8,
1335 CONVERT_Q8W8V8U8,
1336 CONVERT_V16U16,
1337 CONVERT_A4L4,
1338 CONVERT_R32F,
1339 CONVERT_R16F,
1340 CONVERT_G16R16,
1341 } CONVERT_TYPES;
1343 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);
1345 /*****************************************************************************
1346 * IWineD3DVertexDeclaration implementation structure
1348 typedef struct attrib_declaration {
1349 DWORD usage;
1350 DWORD idx;
1351 } attrib_declaration;
1353 #define MAX_ATTRIBS 16
1355 typedef struct IWineD3DVertexDeclarationImpl {
1356 /* IUnknown Information */
1357 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1358 LONG ref;
1360 IUnknown *parent;
1361 IWineD3DDeviceImpl *wineD3DDevice;
1363 WINED3DVERTEXELEMENT *pDeclarationWine;
1364 UINT declarationWNumElements;
1366 DWORD streams[MAX_STREAMS];
1367 UINT num_streams;
1368 BOOL position_transformed;
1369 BOOL half_float_conv_needed;
1371 /* Ordered array of declaration types that need swizzling in a vshader */
1372 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1373 UINT num_swizzled_attribs;
1374 } IWineD3DVertexDeclarationImpl;
1376 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1378 /*****************************************************************************
1379 * IWineD3DStateBlock implementation structure
1382 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1383 /* Note: Very long winded but gl Lists are not flexible enough */
1384 /* to resolve everything we need, so doing it manually for now */
1385 typedef struct SAVEDSTATES {
1386 BOOL indices;
1387 BOOL material;
1388 BOOL fvf;
1389 BOOL streamSource[MAX_STREAMS];
1390 BOOL streamFreq[MAX_STREAMS];
1391 BOOL textures[MAX_COMBINED_SAMPLERS];
1392 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1393 BOOL viewport;
1394 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1395 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1396 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1397 BOOL clipplane[MAX_CLIPPLANES];
1398 BOOL vertexDecl;
1399 BOOL pixelShader;
1400 BOOL pixelShaderConstantsB[MAX_CONST_B];
1401 BOOL pixelShaderConstantsI[MAX_CONST_I];
1402 BOOL *pixelShaderConstantsF;
1403 BOOL vertexShader;
1404 BOOL vertexShaderConstantsB[MAX_CONST_B];
1405 BOOL vertexShaderConstantsI[MAX_CONST_I];
1406 BOOL *vertexShaderConstantsF;
1407 BOOL scissorRect;
1408 } SAVEDSTATES;
1410 typedef struct {
1411 struct list entry;
1412 DWORD count;
1413 DWORD idx[13];
1414 } constants_entry;
1416 struct StageState {
1417 DWORD stage;
1418 DWORD state;
1421 struct IWineD3DStateBlockImpl
1423 /* IUnknown fields */
1424 const IWineD3DStateBlockVtbl *lpVtbl;
1425 LONG ref; /* Note: Ref counting not required */
1427 /* IWineD3DStateBlock information */
1428 IUnknown *parent;
1429 IWineD3DDeviceImpl *wineD3DDevice;
1430 WINED3DSTATEBLOCKTYPE blockType;
1432 /* Array indicating whether things have been set or changed */
1433 SAVEDSTATES changed;
1434 struct list set_vconstantsF;
1435 struct list set_pconstantsF;
1437 /* Drawing - Vertex Shader or FVF related */
1438 DWORD fvf;
1439 /* Vertex Shader Declaration */
1440 IWineD3DVertexDeclaration *vertexDecl;
1442 IWineD3DVertexShader *vertexShader;
1444 /* Vertex Shader Constants */
1445 BOOL vertexShaderConstantB[MAX_CONST_B];
1446 INT vertexShaderConstantI[MAX_CONST_I * 4];
1447 float *vertexShaderConstantF;
1449 /* Stream Source */
1450 BOOL streamIsUP;
1451 UINT streamStride[MAX_STREAMS];
1452 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1453 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1454 UINT streamFreq[MAX_STREAMS + 1];
1455 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1457 /* Indices */
1458 IWineD3DIndexBuffer* pIndexData;
1459 INT baseVertexIndex;
1460 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1462 /* Transform */
1463 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1465 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1466 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1467 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1468 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1469 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1471 /* Clipping */
1472 double clipplane[MAX_CLIPPLANES][4];
1473 WINED3DCLIPSTATUS clip_status;
1475 /* ViewPort */
1476 WINED3DVIEWPORT viewport;
1478 /* Material */
1479 WINED3DMATERIAL material;
1481 /* Pixel Shader */
1482 IWineD3DPixelShader *pixelShader;
1484 /* Pixel Shader Constants */
1485 BOOL pixelShaderConstantB[MAX_CONST_B];
1486 INT pixelShaderConstantI[MAX_CONST_I * 4];
1487 float *pixelShaderConstantF;
1489 /* RenderState */
1490 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1492 /* Texture */
1493 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1494 int textureDimensions[MAX_COMBINED_SAMPLERS];
1496 /* Texture State Stage */
1497 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1498 DWORD lowest_disabled_stage;
1499 /* Sampler States */
1500 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1502 /* Current GLSL Shader Program */
1503 struct glsl_shader_prog_link *glsl_program;
1505 /* Scissor test rectangle */
1506 RECT scissorRect;
1508 /* Contained state management */
1509 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1510 unsigned int num_contained_render_states;
1511 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1512 unsigned int num_contained_transform_states;
1513 DWORD contained_vs_consts_i[MAX_CONST_I];
1514 unsigned int num_contained_vs_consts_i;
1515 DWORD contained_vs_consts_b[MAX_CONST_B];
1516 unsigned int num_contained_vs_consts_b;
1517 DWORD *contained_vs_consts_f;
1518 unsigned int num_contained_vs_consts_f;
1519 DWORD contained_ps_consts_i[MAX_CONST_I];
1520 unsigned int num_contained_ps_consts_i;
1521 DWORD contained_ps_consts_b[MAX_CONST_B];
1522 unsigned int num_contained_ps_consts_b;
1523 DWORD *contained_ps_consts_f;
1524 unsigned int num_contained_ps_consts_f;
1525 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1526 unsigned int num_contained_tss_states;
1527 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1528 unsigned int num_contained_sampler_states;
1531 extern void stateblock_savedstates_set(
1532 IWineD3DStateBlock* iface,
1533 SAVEDSTATES* states,
1534 BOOL value);
1536 extern void stateblock_savedstates_copy(
1537 IWineD3DStateBlock* iface,
1538 SAVEDSTATES* dest,
1539 SAVEDSTATES* source);
1541 extern void stateblock_copy(
1542 IWineD3DStateBlock* destination,
1543 IWineD3DStateBlock* source);
1545 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1547 /* Direct3D terminology with little modifications. We do not have an issued state
1548 * because only the driver knows about it, but we have a created state because d3d
1549 * allows GetData on a created issue, but opengl doesn't
1551 enum query_state {
1552 QUERY_CREATED,
1553 QUERY_SIGNALLED,
1554 QUERY_BUILDING
1556 /*****************************************************************************
1557 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1559 typedef struct IWineD3DQueryImpl
1561 const IWineD3DQueryVtbl *lpVtbl;
1562 LONG ref; /* Note: Ref counting not required */
1564 IUnknown *parent;
1565 /*TODO: replace with iface usage */
1566 #if 0
1567 IWineD3DDevice *wineD3DDevice;
1568 #else
1569 IWineD3DDeviceImpl *wineD3DDevice;
1570 #endif
1572 /* IWineD3DQuery fields */
1573 enum query_state state;
1574 WINED3DQUERYTYPE type;
1575 /* TODO: Think about using a IUnknown instead of a void* */
1576 void *extendedData;
1579 } IWineD3DQueryImpl;
1581 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1582 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1583 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1585 /* Datastructures for IWineD3DQueryImpl.extendedData */
1586 typedef struct WineQueryOcclusionData {
1587 GLuint queryId;
1588 WineD3DContext *ctx;
1589 } WineQueryOcclusionData;
1591 typedef struct WineQueryEventData {
1592 GLuint fenceId;
1593 WineD3DContext *ctx;
1594 } WineQueryEventData;
1596 /*****************************************************************************
1597 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1600 typedef struct IWineD3DSwapChainImpl
1602 /*IUnknown part*/
1603 const IWineD3DSwapChainVtbl *lpVtbl;
1604 LONG ref; /* Note: Ref counting not required */
1606 IUnknown *parent;
1607 IWineD3DDeviceImpl *wineD3DDevice;
1609 /* IWineD3DSwapChain fields */
1610 IWineD3DSurface **backBuffer;
1611 IWineD3DSurface *frontBuffer;
1612 BOOL wantsDepthStencilBuffer;
1613 WINED3DPRESENT_PARAMETERS presentParms;
1614 DWORD orig_width, orig_height;
1615 WINED3DFORMAT orig_fmt;
1617 long prev_time, frames; /* Performance tracking */
1618 unsigned int vSyncCounter;
1620 WineD3DContext **context; /* Later a array for multithreading */
1621 unsigned int num_contexts;
1623 HWND win_handle;
1624 } IWineD3DSwapChainImpl;
1626 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1628 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1630 /*****************************************************************************
1631 * Utility function prototypes
1634 /* Trace routines */
1635 const char* debug_d3dformat(WINED3DFORMAT fmt);
1636 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1637 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1638 const char* debug_d3dusage(DWORD usage);
1639 const char* debug_d3dusagequery(DWORD usagequery);
1640 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1641 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1642 const char* debug_d3ddeclusage(BYTE usage);
1643 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1644 const char* debug_d3drenderstate(DWORD state);
1645 const char* debug_d3dsamplerstate(DWORD state);
1646 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1647 const char* debug_d3dtexturestate(DWORD state);
1648 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1649 const char* debug_d3dpool(WINED3DPOOL pool);
1650 const char *debug_fbostatus(GLenum status);
1651 const char *debug_glerror(GLenum error);
1652 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1653 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1655 /* Routines for GL <-> D3D values */
1656 GLenum StencilOp(DWORD op);
1657 GLenum CompareFunc(DWORD func);
1658 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1659 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1660 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1662 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1663 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1665 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1666 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1668 /* Math utils */
1669 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1670 unsigned int count_bits(unsigned int mask);
1672 /*****************************************************************************
1673 * To enable calling of inherited functions, requires prototypes
1675 * Note: Only require classes which are subclassed, ie resource, basetexture,
1677 /*** IUnknown methods ***/
1678 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1679 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1680 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1681 /*** IWineD3DResource methods ***/
1682 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1683 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1684 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1685 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1686 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1687 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1688 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1689 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1690 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1691 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1692 /*** class static members ***/
1693 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1695 /*** IUnknown methods ***/
1696 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1697 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1698 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1699 /*** IWineD3DResource methods ***/
1700 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1701 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1702 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1703 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1704 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1705 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1706 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1707 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1708 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1709 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1710 /*** IWineD3DBaseTexture methods ***/
1711 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1712 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1713 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1714 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1715 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1716 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1717 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1718 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1720 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1721 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1722 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1723 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1724 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1725 /*** class static members ***/
1726 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1728 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1730 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1731 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1732 * used if the user is using GLSL shaders. */
1733 struct glsl_shader_prog_link {
1734 struct list vshader_entry;
1735 struct list pshader_entry;
1736 GLhandleARB programId;
1737 GLhandleARB *vuniformF_locations;
1738 GLhandleARB *puniformF_locations;
1739 GLhandleARB vuniformI_locations[MAX_CONST_I];
1740 GLhandleARB puniformI_locations[MAX_CONST_I];
1741 GLhandleARB posFixup_location;
1742 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1743 GLhandleARB luminancescale_location[MAX_TEXTURES];
1744 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1745 GLhandleARB srgb_comparison_location;
1746 GLhandleARB srgb_mul_low_location;
1747 GLhandleARB ycorrection_location;
1748 GLhandleARB vshader;
1749 GLhandleARB pshader;
1752 typedef struct {
1753 GLhandleARB vshader;
1754 GLhandleARB pshader;
1755 } glsl_program_key_t;
1757 /* TODO: Make this dynamic, based on shader limits ? */
1758 #define MAX_REG_ADDR 1
1759 #define MAX_REG_TEMP 32
1760 #define MAX_REG_TEXCRD 8
1761 #define MAX_REG_INPUT 12
1762 #define MAX_REG_OUTPUT 12
1763 #define MAX_CONST_I 16
1764 #define MAX_CONST_B 16
1766 /* FIXME: This needs to go up to 2048 for
1767 * Shader model 3 according to msdn (and for software shaders) */
1768 #define MAX_LABELS 16
1770 typedef struct semantic {
1771 DWORD usage;
1772 DWORD reg;
1773 } semantic;
1775 typedef struct local_constant {
1776 struct list entry;
1777 unsigned int idx;
1778 DWORD value[4];
1779 } local_constant;
1781 typedef struct shader_reg_maps {
1783 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1784 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1785 char address[MAX_REG_ADDR]; /* vertex */
1786 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1787 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1788 char attributes[MAX_ATTRIBS]; /* vertex */
1789 char labels[MAX_LABELS]; /* pixel, vertex */
1790 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1792 /* Sampler usage tokens
1793 * Use 0 as default (bit 31 is always 1 on a valid token) */
1794 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1795 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1796 char usesnrm, vpos, usesdsy;
1797 char usesrelconstF;
1799 /* Whether or not loops are used in this shader, and nesting depth */
1800 unsigned loop_depth;
1802 /* Whether or not this shader uses fog */
1803 char fog;
1805 } shader_reg_maps;
1807 #define SHADER_PGMSIZE 65535
1808 typedef struct SHADER_BUFFER {
1809 char* buffer;
1810 unsigned int bsize;
1811 unsigned int lineNo;
1812 BOOL newline;
1813 } SHADER_BUFFER;
1815 /* Undocumented opcode controls */
1816 #define INST_CONTROLS_SHIFT 16
1817 #define INST_CONTROLS_MASK 0x00ff0000
1819 typedef enum COMPARISON_TYPE {
1820 COMPARISON_GT = 1,
1821 COMPARISON_EQ = 2,
1822 COMPARISON_GE = 3,
1823 COMPARISON_LT = 4,
1824 COMPARISON_NE = 5,
1825 COMPARISON_LE = 6
1826 } COMPARISON_TYPE;
1828 typedef struct SHADER_OPCODE {
1829 unsigned int opcode;
1830 const char* name;
1831 const char* glname;
1832 char dst_token;
1833 CONST UINT num_params;
1834 SHADER_HANDLER hw_fct;
1835 SHADER_HANDLER hw_glsl_fct;
1836 DWORD min_version;
1837 DWORD max_version;
1838 } SHADER_OPCODE;
1840 typedef struct SHADER_OPCODE_ARG {
1841 IWineD3DBaseShader* shader;
1842 shader_reg_maps* reg_maps;
1843 CONST SHADER_OPCODE* opcode;
1844 DWORD opcode_token;
1845 DWORD dst;
1846 DWORD dst_addr;
1847 DWORD predicate;
1848 DWORD src[4];
1849 DWORD src_addr[4];
1850 SHADER_BUFFER* buffer;
1851 } SHADER_OPCODE_ARG;
1853 typedef struct SHADER_LIMITS {
1854 unsigned int temporary;
1855 unsigned int texcoord;
1856 unsigned int sampler;
1857 unsigned int constant_int;
1858 unsigned int constant_float;
1859 unsigned int constant_bool;
1860 unsigned int address;
1861 unsigned int packed_output;
1862 unsigned int packed_input;
1863 unsigned int attributes;
1864 unsigned int label;
1865 } SHADER_LIMITS;
1867 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1868 maintain state information between multiple codes */
1869 typedef struct SHADER_PARSE_STATE {
1870 unsigned int current_row;
1871 DWORD texcoord_w[2];
1872 } SHADER_PARSE_STATE;
1874 #ifdef __GNUC__
1875 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1876 #else
1877 #define PRINTF_ATTR(fmt,args)
1878 #endif
1880 /* Base Shader utility functions.
1881 * (may move callers into the same file in the future) */
1882 extern int shader_addline(
1883 SHADER_BUFFER* buffer,
1884 const char* fmt, ...) PRINTF_ATTR(2,3);
1886 extern const SHADER_OPCODE* shader_get_opcode(
1887 IWineD3DBaseShader *iface,
1888 const DWORD code);
1890 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1892 /* Vertex shader utility functions */
1893 extern BOOL vshader_get_input(
1894 IWineD3DVertexShader* iface,
1895 BYTE usage_req, BYTE usage_idx_req,
1896 unsigned int* regnum);
1898 extern BOOL vshader_input_is_color(
1899 IWineD3DVertexShader* iface,
1900 unsigned int regnum);
1902 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1904 /* ARB_[vertex/fragment]_program helper functions */
1905 extern void shader_arb_load_constants(
1906 IWineD3DDevice* device,
1907 char usePixelShader,
1908 char useVertexShader);
1910 /* ARB shader program Prototypes */
1911 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1913 /* ARB pixel shader prototypes */
1914 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1917 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1918 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1919 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1920 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1921 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1922 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1923 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1924 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1925 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1926 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1927 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1928 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1929 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1930 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1931 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1932 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1933 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1934 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1935 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1936 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1938 /* ARB vertex / pixel shader common prototypes */
1939 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1940 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1941 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1943 /* ARB vertex shader prototypes */
1944 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1945 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1947 /* GLSL helper functions */
1948 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1949 extern void shader_glsl_load_constants(
1950 IWineD3DDevice* device,
1951 char usePixelShader,
1952 char useVertexShader);
1954 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1955 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1956 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1957 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1958 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1959 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1960 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1961 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1962 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1963 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1964 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1965 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1966 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1967 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1968 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1969 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1970 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1971 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1972 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1973 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1974 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1975 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1976 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1977 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1978 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1979 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1980 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1981 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1982 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1983 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1984 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1985 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1986 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1987 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1988 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1990 /** GLSL Pixel Shader Prototypes */
1991 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2011 extern void pshader_glsl_input_pack(
2012 SHADER_BUFFER* buffer,
2013 semantic* semantics_out,
2014 IWineD3DPixelShader *iface);
2016 /*****************************************************************************
2017 * IDirect3DBaseShader implementation structure
2019 typedef struct IWineD3DBaseShaderClass
2021 LONG ref;
2022 DWORD hex_version;
2023 SHADER_LIMITS limits;
2024 SHADER_PARSE_STATE parse_state;
2025 CONST SHADER_OPCODE *shader_ins;
2026 DWORD *function;
2027 UINT functionLength;
2028 GLuint prgId;
2029 BOOL is_compiled;
2030 UINT cur_loop_depth, cur_loop_regno;
2031 BOOL load_local_constsF;
2033 /* Type of shader backend */
2034 int shader_mode;
2036 /* Programs this shader is linked with */
2037 struct list linked_programs;
2039 /* Immediate constants (override global ones) */
2040 struct list constantsB;
2041 struct list constantsF;
2042 struct list constantsI;
2043 shader_reg_maps reg_maps;
2045 /* Pixel formats of sampled textures, for format conversion. This
2046 * represents the formats found during compilation, it is not initialized
2047 * on the first parser pass. It is needed to check if the shader
2048 * needs recompilation to adjust the format conversion
2050 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2051 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2052 UINT num_sampled_samplers;
2054 UINT recompile_count;
2056 /* Pointer to the parent device */
2057 IWineD3DDevice *device;
2058 struct list shader_list_entry;
2060 } IWineD3DBaseShaderClass;
2062 typedef struct IWineD3DBaseShaderImpl {
2063 /* IUnknown */
2064 const IWineD3DBaseShaderVtbl *lpVtbl;
2066 /* IWineD3DBaseShader */
2067 IWineD3DBaseShaderClass baseShader;
2068 } IWineD3DBaseShaderImpl;
2070 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2071 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2072 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2074 extern HRESULT shader_get_registers_used(
2075 IWineD3DBaseShader *iface,
2076 shader_reg_maps* reg_maps,
2077 semantic* semantics_in,
2078 semantic* semantics_out,
2079 CONST DWORD* pToken,
2080 IWineD3DStateBlockImpl *stateBlock);
2082 extern void shader_generate_glsl_declarations(
2083 IWineD3DBaseShader *iface,
2084 shader_reg_maps* reg_maps,
2085 SHADER_BUFFER* buffer,
2086 WineD3D_GL_Info* gl_info);
2088 extern void shader_generate_arb_declarations(
2089 IWineD3DBaseShader *iface,
2090 shader_reg_maps* reg_maps,
2091 SHADER_BUFFER* buffer,
2092 WineD3D_GL_Info* gl_info);
2094 extern void shader_generate_main(
2095 IWineD3DBaseShader *iface,
2096 SHADER_BUFFER* buffer,
2097 shader_reg_maps* reg_maps,
2098 CONST DWORD* pFunction);
2100 extern void shader_dump_ins_modifiers(
2101 const DWORD output);
2103 extern void shader_dump_param(
2104 IWineD3DBaseShader *iface,
2105 const DWORD param,
2106 const DWORD addr_token,
2107 int input);
2109 extern void shader_trace_init(
2110 IWineD3DBaseShader *iface,
2111 const DWORD* pFunction);
2113 extern int shader_get_param(
2114 IWineD3DBaseShader* iface,
2115 const DWORD* pToken,
2116 DWORD* param,
2117 DWORD* addr_token);
2119 extern int shader_skip_unrecognized(
2120 IWineD3DBaseShader* iface,
2121 const DWORD* pToken);
2123 extern void print_glsl_info_log(
2124 WineD3D_GL_Info *gl_info,
2125 GLhandleARB obj);
2127 static inline int shader_get_regtype(const DWORD param) {
2128 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2129 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2132 static inline int shader_get_writemask(const DWORD param) {
2133 return param & WINED3DSP_WRITEMASK_ALL;
2136 extern unsigned int shader_get_float_offset(const DWORD reg);
2138 static inline BOOL shader_is_pshader_version(DWORD token) {
2139 return 0xFFFF0000 == (token & 0xFFFF0000);
2142 static inline BOOL shader_is_vshader_version(DWORD token) {
2143 return 0xFFFE0000 == (token & 0xFFFF0000);
2146 static inline BOOL shader_is_comment(DWORD token) {
2147 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2150 static inline BOOL shader_is_scalar(DWORD param) {
2151 DWORD reg_type = shader_get_regtype(param);
2152 DWORD reg_num;
2154 switch (reg_type) {
2155 case WINED3DSPR_RASTOUT:
2156 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2157 /* oFog & oPts */
2158 return TRUE;
2160 /* oPos */
2161 return FALSE;
2163 case WINED3DSPR_DEPTHOUT: /* oDepth */
2164 case WINED3DSPR_CONSTBOOL: /* b# */
2165 case WINED3DSPR_LOOP: /* aL */
2166 case WINED3DSPR_PREDICATE: /* p0 */
2167 return TRUE;
2169 case WINED3DSPR_MISCTYPE:
2170 reg_num = param & WINED3DSP_REGNUM_MASK;
2171 switch(reg_num) {
2172 case 0: /* vPos */
2173 return FALSE;
2174 case 1: /* vFace */
2175 return TRUE;
2176 default:
2177 return FALSE;
2180 default:
2181 return FALSE;
2185 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2186 local_constant* lconst;
2188 if(This->baseShader.load_local_constsF) return FALSE;
2189 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2190 if(lconst->idx == reg) return TRUE;
2192 return FALSE;
2196 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2197 * so upload them above that
2199 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2200 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2202 /*****************************************************************************
2203 * IDirect3DVertexShader implementation structure
2205 typedef struct IWineD3DVertexShaderImpl {
2206 /* IUnknown parts*/
2207 const IWineD3DVertexShaderVtbl *lpVtbl;
2209 /* IWineD3DBaseShader */
2210 IWineD3DBaseShaderClass baseShader;
2212 /* IWineD3DVertexShaderImpl */
2213 IUnknown *parent;
2215 DWORD usage;
2217 /* Vertex shader input and output semantics */
2218 semantic semantics_in [MAX_ATTRIBS];
2219 semantic semantics_out [MAX_REG_OUTPUT];
2221 /* Ordered array of attributes that are swizzled */
2222 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2223 UINT num_swizzled_attribs;
2225 /* run time datas... */
2226 VSHADERDATA *data;
2227 UINT min_rel_offset, max_rel_offset;
2228 UINT rel_offset;
2230 UINT recompile_count;
2231 #if 0 /* needs reworking */
2232 /* run time datas */
2233 VSHADERINPUTDATA input;
2234 VSHADEROUTPUTDATA output;
2235 #endif
2236 } IWineD3DVertexShaderImpl;
2237 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2238 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2240 /*****************************************************************************
2241 * IDirect3DPixelShader implementation structure
2244 enum vertexprocessing_mode {
2245 fixedfunction,
2246 vertexshader,
2247 pretransformed
2250 struct stb_const_desc {
2251 char texunit;
2252 UINT const_num;
2255 typedef struct IWineD3DPixelShaderImpl {
2256 /* IUnknown parts */
2257 const IWineD3DPixelShaderVtbl *lpVtbl;
2259 /* IWineD3DBaseShader */
2260 IWineD3DBaseShaderClass baseShader;
2262 /* IWineD3DPixelShaderImpl */
2263 IUnknown *parent;
2265 /* Pixel shader input semantics */
2266 semantic semantics_in [MAX_REG_INPUT];
2267 DWORD input_reg_map[MAX_REG_INPUT];
2268 BOOL input_reg_used[MAX_REG_INPUT];
2270 /* run time data */
2271 PSHADERDATA *data;
2273 /* Some information about the shader behavior */
2274 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2275 char numbumpenvmatconsts;
2276 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2277 char srgb_enabled;
2278 char srgb_mode_hardcoded;
2279 UINT srgb_low_const;
2280 UINT srgb_cmp_const;
2281 char vpos_uniform;
2282 BOOL render_offscreen;
2283 UINT height;
2284 enum vertexprocessing_mode vertexprocessing;
2286 #if 0 /* needs reworking */
2287 PSHADERINPUTDATA input;
2288 PSHADEROUTPUTDATA output;
2289 #endif
2290 } IWineD3DPixelShaderImpl;
2292 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2293 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2295 /* sRGB correction constants */
2296 static const float srgb_cmp = 0.0031308;
2297 static const float srgb_mul_low = 12.92;
2298 static const float srgb_pow = 0.41666;
2299 static const float srgb_mul_high = 1.055;
2300 static const float srgb_sub_high = 0.055;
2302 /*****************************************************************************
2303 * IWineD3DPalette implementation structure
2305 struct IWineD3DPaletteImpl {
2306 /* IUnknown parts */
2307 const IWineD3DPaletteVtbl *lpVtbl;
2308 LONG ref;
2310 IUnknown *parent;
2311 IWineD3DDeviceImpl *wineD3DDevice;
2313 /* IWineD3DPalette */
2314 HPALETTE hpal;
2315 WORD palVersion; /*| */
2316 WORD palNumEntries; /*| LOGPALETTE */
2317 PALETTEENTRY palents[256]; /*| */
2318 /* This is to store the palette in 'screen format' */
2319 int screen_palents[256];
2320 DWORD Flags;
2323 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2324 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2326 /* DirectDraw utility functions */
2327 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2329 /*****************************************************************************
2330 * Pixel format management
2332 typedef struct {
2333 WINED3DFORMAT format;
2334 DWORD alphaMask, redMask, greenMask, blueMask;
2335 UINT bpp;
2336 short depthSize, stencilSize;
2337 BOOL isFourcc;
2338 } StaticPixelFormatDesc;
2340 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2341 WineD3D_GL_Info *gl_info,
2342 const GlPixelFormatDesc **glDesc);
2344 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2345 return (device->vs_selected_mode != SHADER_NONE
2346 && device->stateBlock->vertexShader
2347 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2348 && !device->strided_streams.u.s.position_transformed);
2351 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2352 return (device->ps_selected_mode != SHADER_NONE
2353 && device->stateBlock->pixelShader
2354 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2357 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2358 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2360 #endif