wininet: Code clean up.
[wine/winequartzdrv.git] / dlls / wined3d / wined3d_private.h
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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 /* See GL_NV_half_float for reference */
125 static inline float float_16_to_32(const unsigned short *in) {
126 const unsigned short s = ((*in) & 0x8000);
127 const unsigned short e = ((*in) & 0x7C00) >> 10;
128 const unsigned short m = (*in) & 0x3FF;
129 const float sgn = (s ? -1.0 : 1.0);
131 if(e == 0) {
132 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
133 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
134 } else if(e < 31) {
135 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
136 } else {
137 if(m == 0) return sgn / 0.0; /* +INF / -INF */
138 else return 0.0 / 0.0; /* NAN */
143 * Settings
145 #define VS_NONE 0
146 #define VS_HW 1
148 #define PS_NONE 0
149 #define PS_HW 1
151 #define VBO_NONE 0
152 #define VBO_HW 1
154 #define NP2_NONE 0
155 #define NP2_REPACK 1
156 #define NP2_NATIVE 2
158 #define ORM_BACKBUFFER 0
159 #define ORM_PBUFFER 1
160 #define ORM_FBO 2
162 #define SHADER_ARB 1
163 #define SHADER_GLSL 2
164 #define SHADER_NONE 3
166 #define RTL_DISABLE -1
167 #define RTL_AUTO 0
168 #define RTL_READDRAW 1
169 #define RTL_READTEX 2
170 #define RTL_TEXDRAW 3
171 #define RTL_TEXTEX 4
173 /* NOTE: When adding fields to this structure, make sure to update the default
174 * values in wined3d_main.c as well. */
175 typedef struct wined3d_settings_s {
176 /* vertex and pixel shader modes */
177 int vs_mode;
178 int ps_mode;
179 int vbo_mode;
180 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
181 we should use it. However, until it's fully implemented, we'll leave it as a registry
182 setting for developers. */
183 BOOL glslRequested;
184 int offscreen_rendering_mode;
185 int rendertargetlock_mode;
186 /* Memory tracking and object counting */
187 unsigned int emulated_textureram;
188 char *logo;
189 } wined3d_settings_t;
191 extern wined3d_settings_t wined3d_settings;
193 /* Shader backends */
194 struct SHADER_OPCODE_ARG;
196 typedef struct {
197 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
198 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
199 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
200 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
201 void (*shader_cleanup)(IWineD3DDevice *iface);
202 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
203 void (*shader_destroy)(IWineD3DBaseShader *iface);
204 } shader_backend_t;
206 extern const shader_backend_t glsl_shader_backend;
207 extern const shader_backend_t arb_program_shader_backend;
208 extern const shader_backend_t none_shader_backend;
210 /* X11 locking */
212 extern void (*wine_tsx11_lock_ptr)(void);
213 extern void (*wine_tsx11_unlock_ptr)(void);
215 /* As GLX relies on X, this is needed */
216 extern int num_lock;
218 #if 0
219 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
220 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
221 #else
222 #define ENTER_GL() wine_tsx11_lock_ptr()
223 #define LEAVE_GL() wine_tsx11_unlock_ptr()
224 #endif
226 /*****************************************************************************
227 * Defines
230 /* GL related defines */
231 /* ------------------ */
232 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
233 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
234 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
235 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
237 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
238 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
239 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
240 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
242 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
243 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
244 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
247 #define D3DCOLORTOGLFLOAT4(dw, vec) \
248 (vec)[0] = D3DCOLOR_R(dw); \
249 (vec)[1] = D3DCOLOR_G(dw); \
250 (vec)[2] = D3DCOLOR_B(dw); \
251 (vec)[3] = D3DCOLOR_A(dw);
253 /* DirectX Device Limits */
254 /* --------------------- */
255 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
257 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
258 See MaxStreams in MSDN under GetDeviceCaps */
259 /* Maximum number of constants provided to the shaders */
260 #define HIGHEST_TRANSFORMSTATE 512
261 /* Highest value in WINED3DTRANSFORMSTATETYPE */
262 #define MAX_PALETTES 256
264 /* Checking of API calls */
265 /* --------------------- */
266 #define checkGLcall(A) \
268 GLint err = glGetError(); \
269 if (err == GL_NO_ERROR) { \
270 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
272 } else do { \
273 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
274 debug_glerror(err), err, A, __FILE__, __LINE__); \
275 err = glGetError(); \
276 } while (err != GL_NO_ERROR); \
279 /* Trace routines / diagnostics */
280 /* ---------------------------- */
282 /* Dump out a matrix and copy it */
283 #define conv_mat(mat,gl_mat) \
284 do { \
285 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
286 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
287 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
289 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
290 } while (0)
292 /* Macro to dump out the current state of the light chain */
293 #define DUMP_LIGHT_CHAIN() \
295 PLIGHTINFOEL *el = This->stateBlock->lights;\
296 while (el) { \
297 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
298 el = el->next; \
302 /* Trace vector and strided data information */
303 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
304 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
305 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);
307 /* Defines used for optimizations */
309 /* Only reapply what is necessary */
310 #define REAPPLY_ALPHAOP 0x0001
311 #define REAPPLY_ALL 0xFFFF
313 /* Advance declaration of structures to satisfy compiler */
314 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
315 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
316 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
317 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
319 /* Global variables */
320 extern const float identity[16];
322 /*****************************************************************************
323 * Compilable extra diagnostics
326 /* Trace information per-vertex: (extremely high amount of trace) */
327 #if 0 /* NOTE: Must be 0 in cvs */
328 # define VTRACE(A) TRACE A
329 #else
330 # define VTRACE(A)
331 #endif
333 /* Checking of per-vertex related GL calls */
334 /* --------------------- */
335 #define vcheckGLcall(A) \
337 GLint err = glGetError(); \
338 if (err == GL_NO_ERROR) { \
339 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
341 } else do { \
342 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
343 debug_glerror(err), err, A, __FILE__, __LINE__); \
344 err = glGetError(); \
345 } while (err != GL_NO_ERROR); \
348 /* TODO: Confirm each of these works when wined3d move completed */
349 #if 0 /* NOTE: Must be 0 in cvs */
350 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
351 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
352 is enabled, and if it doesn't exist it is disabled. */
353 # define FRAME_DEBUGGING
354 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
355 the file is deleted */
356 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
357 # define SINGLE_FRAME_DEBUGGING
358 # endif
359 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
360 It can only be enabled when FRAME_DEBUGGING is also enabled
361 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
362 array is drawn. */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_FRAME_MAKEUP 1
365 # endif
366 /* The following, when enabled, lets you see the makeup of the all the textures used during each
367 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
368 The contents of the textures assigned to each stage are written into
369 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
370 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
371 # define SHOW_TEXTURE_MAKEUP 0
372 # endif
373 extern BOOL isOn;
374 extern BOOL isDumpingFrames;
375 extern LONG primCounter;
376 #endif
378 /*****************************************************************************
379 * Prototypes
382 /* Routine common to the draw primitive and draw indexed primitive routines */
383 void drawPrimitive(IWineD3DDevice *iface,
384 int PrimitiveType,
385 long NumPrimitives,
386 /* for Indexed: */
387 long StartVertexIndex,
388 UINT numberOfVertices,
389 long StartIdx,
390 short idxBytes,
391 const void *idxData,
392 int minIndex);
394 void primitiveDeclarationConvertToStridedData(
395 IWineD3DDevice *iface,
396 BOOL useVertexShaderFunction,
397 WineDirect3DVertexStridedData *strided,
398 BOOL *fixup);
400 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
402 typedef void (*glAttribFunc)(void *data);
403 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
404 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
405 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
406 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
407 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
409 #define eps 1e-8
411 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
412 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
414 void depth_copy(IWineD3DDevice *iface);
416 /* Routines and structures related to state management */
417 typedef struct WineD3DContext WineD3DContext;
418 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
420 #define STATE_RENDER(a) (a)
421 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
423 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
424 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
426 /* + 1 because samplers start with 0 */
427 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
428 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
430 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
431 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
433 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
434 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
436 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
437 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
438 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
439 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
441 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
442 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
444 #define STATE_VSHADER (STATE_VDECL + 1)
445 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
447 #define STATE_VIEWPORT (STATE_VSHADER + 1)
448 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
450 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
451 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
452 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
453 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
455 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
456 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
458 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
459 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
461 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
462 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
464 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
466 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
468 #define STATE_HIGHEST (STATE_FRONTFACE)
470 struct StateEntry
472 DWORD representative;
473 APPLYSTATEFUNC apply;
476 /* Global state table */
477 extern const struct StateEntry StateTable[];
479 /* The new context manager that should deal with onscreen and offscreen rendering */
480 struct WineD3DContext {
481 /* State dirtification
482 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
483 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
484 * 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
485 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
487 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
488 DWORD numDirtyEntries;
489 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
491 IWineD3DSurface *surface;
492 DWORD tid; /* Thread ID which owns this context at the moment */
494 /* Stores some information about the context state for optimization */
495 GLint last_draw_buffer;
496 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
497 BOOL last_was_pshader;
498 BOOL last_was_vshader;
499 BOOL last_was_foggy_shader;
500 BOOL namedArraysLoaded, numberedArraysLoaded;
501 BOOL lastWasPow2Texture[MAX_TEXTURES];
502 GLenum tracking_parm; /* Which source is tracking current colour */
503 unsigned char num_untracked_materials;
504 GLenum untracked_materials[2];
505 BOOL last_was_blit, last_was_ckey;
506 char texShaderBumpMap;
507 BOOL fog_coord;
509 /* The actual opengl context */
510 HGLRC glCtx;
511 HWND win_handle;
512 HDC hdc;
513 HPBUFFERARB pbuffer;
514 BOOL isPBuffer;
517 typedef enum ContextUsage {
518 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
519 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
520 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
521 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
522 } ContextUsage;
524 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
525 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
526 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
527 void apply_fbo_state(IWineD3DDevice *iface);
529 /* Macros for doing basic GPU detection based on opengl capabilities */
530 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
531 #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])
532 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
533 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
535 /* Default callbacks for implicit object destruction */
536 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
538 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
540 /*****************************************************************************
541 * Internal representation of a light
543 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
544 struct PLIGHTINFOEL {
545 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
546 DWORD OriginalIndex;
547 LONG glIndex;
548 BOOL changed;
549 BOOL enabledChanged;
550 BOOL enabled;
552 /* Converted parms to speed up swapping lights */
553 float lightPosn[4];
554 float lightDirn[4];
555 float exponent;
556 float cutoff;
558 struct list entry;
561 /* The default light parameters */
562 extern const WINED3DLIGHT WINED3D_default_light;
564 typedef struct WineD3D_PixelFormat
566 int iPixelFormat; /* WGL pixel format */
567 int redSize, greenSize, blueSize, alphaSize;
568 int depthSize, stencilSize;
569 } WineD3D_PixelFormat;
571 /* The adapter structure */
572 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
573 struct WineD3DAdapter
575 UINT num;
576 POINT monitorPoint;
577 WineD3D_GL_Info gl_info;
578 const char *driver;
579 const char *description;
580 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
581 int nCfgs;
582 WineD3D_PixelFormat *cfgs;
583 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
584 unsigned int UsedTextureRam;
587 extern BOOL InitAdapters(void);
588 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
589 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
591 /*****************************************************************************
592 * High order patch management
594 struct WineD3DRectPatch
596 UINT Handle;
597 float *mem;
598 WineDirect3DVertexStridedData strided;
599 WINED3DRECTPATCH_INFO RectPatchInfo;
600 float numSegs[4];
601 char has_normals, has_texcoords;
602 struct list entry;
605 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
607 /*****************************************************************************
608 * IWineD3D implementation structure
610 typedef struct IWineD3DImpl
612 /* IUnknown fields */
613 const IWineD3DVtbl *lpVtbl;
614 LONG ref; /* Note: Ref counting not required */
616 /* WineD3D Information */
617 IUnknown *parent;
618 UINT dxVersion;
619 } IWineD3DImpl;
621 extern const IWineD3DVtbl IWineD3D_Vtbl;
623 /* TODO: setup some flags in the registry to enable, disable pbuffer support
624 (since it will break quite a few things until contexts are managed properly!) */
625 extern BOOL pbuffer_support;
626 /* allocate one pbuffer per surface */
627 extern BOOL pbuffer_per_surface;
629 /* A helper function that dumps a resource list */
630 void dumpResources(struct list *list);
632 /*****************************************************************************
633 * IWineD3DDevice implementation structure
635 struct IWineD3DDeviceImpl
637 /* IUnknown fields */
638 const IWineD3DDeviceVtbl *lpVtbl;
639 LONG ref; /* Note: Ref counting not required */
641 /* WineD3D Information */
642 IUnknown *parent;
643 IWineD3D *wineD3D;
644 struct WineD3DAdapter *adapter;
646 /* Window styles to restore when switching fullscreen mode */
647 LONG style;
648 LONG exStyle;
650 /* X and GL Information */
651 GLint maxConcurrentLights;
652 GLenum offscreenBuffer;
654 /* Selected capabilities */
655 int vs_selected_mode;
656 int ps_selected_mode;
657 const shader_backend_t *shader_backend;
658 hash_table_t *glsl_program_lookup;
660 /* To store */
661 BOOL view_ident; /* true iff view matrix is identity */
662 BOOL untransformed;
663 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
664 unsigned char surface_alignment; /* Line Alignment of surfaces */
666 /* State block related */
667 BOOL isRecordingState;
668 IWineD3DStateBlockImpl *stateBlock;
669 IWineD3DStateBlockImpl *updateStateBlock;
670 BOOL isInDraw;
672 /* Internal use fields */
673 WINED3DDEVICE_CREATION_PARAMETERS createParms;
674 UINT adapterNo;
675 WINED3DDEVTYPE devType;
677 IWineD3DSwapChain **swapchains;
678 UINT NumberOfSwapChains;
680 struct list resources; /* a linked list to track resources created by the device */
681 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
683 /* Render Target Support */
684 IWineD3DSurface **render_targets;
685 IWineD3DSurface *auto_depth_stencil_buffer;
686 IWineD3DSurface **fbo_color_attachments;
687 IWineD3DSurface *fbo_depth_attachment;
689 IWineD3DSurface *stencilBufferTarget;
691 /* Caches to avoid unneeded context changes */
692 IWineD3DSurface *lastActiveRenderTarget;
693 IWineD3DSwapChain *lastActiveSwapChain;
695 /* palettes texture management */
696 PALETTEENTRY palettes[MAX_PALETTES][256];
697 UINT currentPalette;
698 UINT paletteConversionShader;
700 /* For rendering to a texture using glCopyTexImage */
701 BOOL render_offscreen;
702 WINED3D_DEPTHCOPYSTATE depth_copy_state;
703 GLuint fbo;
704 GLuint src_fbo;
705 GLuint dst_fbo;
706 GLenum *draw_buffers;
707 GLuint depth_blt_texture;
708 GLuint depth_blt_vprogram_id;
709 GLuint depth_blt_fprogram_id;
710 GLhandleARB depth_blt_glsl_program_id;
712 /* Cursor management */
713 BOOL bCursorVisible;
714 UINT xHotSpot;
715 UINT yHotSpot;
716 UINT xScreenSpace;
717 UINT yScreenSpace;
718 UINT cursorWidth, cursorHeight;
719 GLuint cursorTexture;
720 BOOL haveHardwareCursor;
721 HCURSOR hardwareCursor;
723 /* The Wine logo surface */
724 IWineD3DSurface *logo_surface;
726 /* Textures for when no other textures are mapped */
727 UINT dummyTextureName[MAX_TEXTURES];
729 /* Debug stream management */
730 BOOL debug;
732 /* Device state management */
733 HRESULT state;
734 BOOL d3d_initialized;
736 /* A flag to check for proper BeginScene / EndScene call pairs */
737 BOOL inScene;
739 /* process vertex shaders using software or hardware */
740 BOOL softwareVertexProcessing;
742 /* DirectDraw stuff */
743 HWND ddraw_window;
744 IWineD3DSurface *ddraw_primary;
745 DWORD ddraw_width, ddraw_height;
746 WINED3DFORMAT ddraw_format;
747 BOOL ddraw_fullscreen;
749 /* Final position fixup constant */
750 float posFixup[4];
752 /* With register combiners we can skip junk texture stages */
753 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
754 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
755 BOOL fixed_function_usage_map[MAX_TEXTURES];
757 /* Stream source management */
758 WineDirect3DVertexStridedData strided_streams;
759 WineDirect3DVertexStridedData *up_strided;
760 BOOL useDrawStridedSlow;
761 BOOL instancedDraw;
763 /* Context management */
764 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
765 WineD3DContext *activeContext;
766 DWORD lastThread;
767 UINT numContexts;
768 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
769 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
771 /* High level patch management */
772 #define PATCHMAP_SIZE 43
773 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
774 struct list patches[PATCHMAP_SIZE];
775 struct WineD3DRectPatch *currentPatch;
778 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
780 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
781 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
782 float Z, DWORD Stencil);
783 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
784 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
785 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
786 DWORD idx = state >> 5;
787 BYTE shift = state & 0x1f;
788 return context->isStateDirty[idx] & (1 << shift);
791 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
792 typedef struct PrivateData
794 struct list entry;
796 GUID tag;
797 DWORD flags; /* DDSPD_* */
798 DWORD uniqueness_value;
800 union
802 LPVOID data;
803 LPUNKNOWN object;
804 } ptr;
806 DWORD size;
807 } PrivateData;
809 /*****************************************************************************
810 * IWineD3DResource implementation structure
812 typedef struct IWineD3DResourceClass
814 /* IUnknown fields */
815 LONG ref; /* Note: Ref counting not required */
817 /* WineD3DResource Information */
818 IUnknown *parent;
819 WINED3DRESOURCETYPE resourceType;
820 IWineD3DDeviceImpl *wineD3DDevice;
821 WINED3DPOOL pool;
822 UINT size;
823 DWORD usage;
824 WINED3DFORMAT format;
825 BYTE *allocatedMemory; /* Pointer to the real data location */
826 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
827 struct list privateData;
828 struct list resource_list_entry;
830 } IWineD3DResourceClass;
832 typedef struct IWineD3DResourceImpl
834 /* IUnknown & WineD3DResource Information */
835 const IWineD3DResourceVtbl *lpVtbl;
836 IWineD3DResourceClass resource;
837 } IWineD3DResourceImpl;
839 /* Tests show that the start address of resources is 32 byte aligned */
840 #define RESOURCE_ALIGNMENT 32
842 /*****************************************************************************
843 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
845 enum vbo_conversion_type {
846 CONV_NONE = 0,
847 CONV_D3DCOLOR = 1,
848 CONV_POSITIONT = 2,
849 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
851 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
852 * fixed function semantics as D3DCOLOR or FLOAT16
856 typedef struct IWineD3DVertexBufferImpl
858 /* IUnknown & WineD3DResource Information */
859 const IWineD3DVertexBufferVtbl *lpVtbl;
860 IWineD3DResourceClass resource;
862 /* WineD3DVertexBuffer specifics */
863 DWORD fvf;
865 /* Vertex buffer object support */
866 GLuint vbo;
867 BYTE Flags;
868 LONG bindCount;
869 LONG vbo_size;
870 GLenum vbo_usage;
872 UINT dirtystart, dirtyend;
873 LONG lockcount;
875 LONG declChanges, draws;
876 /* Last description of the buffer */
877 DWORD stride; /* 0 if no conversion */
878 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
880 /* Extra load offsets, for FLOAT16 conversion */
881 DWORD *conv_shift; /* NULL if no shifted conversion */
882 DWORD conv_stride; /* 0 if no shifted conversion */
883 } IWineD3DVertexBufferImpl;
885 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
887 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
888 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
889 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
890 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
891 #define VBFLAG_CREATEVBO 0x10 /* Attempt to create a VBO next PreLoad */
893 /*****************************************************************************
894 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
896 typedef struct IWineD3DIndexBufferImpl
898 /* IUnknown & WineD3DResource Information */
899 const IWineD3DIndexBufferVtbl *lpVtbl;
900 IWineD3DResourceClass resource;
902 GLuint vbo;
903 UINT dirtystart, dirtyend;
904 LONG lockcount;
906 /* WineD3DVertexBuffer specifics */
907 } IWineD3DIndexBufferImpl;
909 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
911 /*****************************************************************************
912 * IWineD3DBaseTexture D3D- > openGL state map lookups
914 #define WINED3DFUNC_NOTSUPPORTED -2
915 #define WINED3DFUNC_UNIMPLEMENTED -1
917 typedef enum winetexturestates {
918 WINED3DTEXSTA_ADDRESSU = 0,
919 WINED3DTEXSTA_ADDRESSV = 1,
920 WINED3DTEXSTA_ADDRESSW = 2,
921 WINED3DTEXSTA_BORDERCOLOR = 3,
922 WINED3DTEXSTA_MAGFILTER = 4,
923 WINED3DTEXSTA_MINFILTER = 5,
924 WINED3DTEXSTA_MIPFILTER = 6,
925 WINED3DTEXSTA_MAXMIPLEVEL = 7,
926 WINED3DTEXSTA_MAXANISOTROPY = 8,
927 WINED3DTEXSTA_SRGBTEXTURE = 9,
928 WINED3DTEXSTA_ELEMENTINDEX = 10,
929 WINED3DTEXSTA_DMAPOFFSET = 11,
930 WINED3DTEXSTA_TSSADDRESSW = 12,
931 MAX_WINETEXTURESTATES = 13,
932 } winetexturestates;
934 /*****************************************************************************
935 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
937 typedef struct IWineD3DBaseTextureClass
939 UINT levels;
940 BOOL dirty;
941 UINT textureName;
942 UINT LOD;
943 WINED3DTEXTUREFILTERTYPE filterType;
944 DWORD states[MAX_WINETEXTURESTATES];
945 LONG bindCount;
946 DWORD sampler;
947 BOOL is_srgb;
948 UINT srgb_mode_change_count;
949 WINED3DFORMAT shader_conversion_group;
950 float pow2Matrix[16];
951 } IWineD3DBaseTextureClass;
953 typedef struct IWineD3DBaseTextureImpl
955 /* IUnknown & WineD3DResource Information */
956 const IWineD3DBaseTextureVtbl *lpVtbl;
957 IWineD3DResourceClass resource;
958 IWineD3DBaseTextureClass baseTexture;
960 } IWineD3DBaseTextureImpl;
962 /*****************************************************************************
963 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
965 typedef struct IWineD3DTextureImpl
967 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
968 const IWineD3DTextureVtbl *lpVtbl;
969 IWineD3DResourceClass resource;
970 IWineD3DBaseTextureClass baseTexture;
972 /* IWineD3DTexture */
973 IWineD3DSurface *surfaces[MAX_LEVELS];
975 UINT width;
976 UINT height;
977 UINT target;
979 } IWineD3DTextureImpl;
981 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
983 /*****************************************************************************
984 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
986 typedef struct IWineD3DCubeTextureImpl
988 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
989 const IWineD3DCubeTextureVtbl *lpVtbl;
990 IWineD3DResourceClass resource;
991 IWineD3DBaseTextureClass baseTexture;
993 /* IWineD3DCubeTexture */
994 IWineD3DSurface *surfaces[6][MAX_LEVELS];
996 UINT edgeLength;
997 } IWineD3DCubeTextureImpl;
999 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1001 typedef struct _WINED3DVOLUMET_DESC
1003 UINT Width;
1004 UINT Height;
1005 UINT Depth;
1006 } WINED3DVOLUMET_DESC;
1008 /*****************************************************************************
1009 * IWineD3DVolume implementation structure (extends IUnknown)
1011 typedef struct IWineD3DVolumeImpl
1013 /* IUnknown & WineD3DResource fields */
1014 const IWineD3DVolumeVtbl *lpVtbl;
1015 IWineD3DResourceClass resource;
1017 /* WineD3DVolume Information */
1018 WINED3DVOLUMET_DESC currentDesc;
1019 IWineD3DBase *container;
1020 UINT bytesPerPixel;
1022 BOOL lockable;
1023 BOOL locked;
1024 WINED3DBOX lockedBox;
1025 WINED3DBOX dirtyBox;
1026 BOOL dirty;
1029 } IWineD3DVolumeImpl;
1031 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1033 /*****************************************************************************
1034 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1036 typedef struct IWineD3DVolumeTextureImpl
1038 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1039 const IWineD3DVolumeTextureVtbl *lpVtbl;
1040 IWineD3DResourceClass resource;
1041 IWineD3DBaseTextureClass baseTexture;
1043 /* IWineD3DVolumeTexture */
1044 IWineD3DVolume *volumes[MAX_LEVELS];
1046 UINT width;
1047 UINT height;
1048 UINT depth;
1049 } IWineD3DVolumeTextureImpl;
1051 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1053 typedef struct _WINED3DSURFACET_DESC
1055 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1056 DWORD MultiSampleQuality;
1057 UINT Width;
1058 UINT Height;
1059 } WINED3DSURFACET_DESC;
1061 /*****************************************************************************
1062 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1064 typedef struct wineD3DSurface_DIB {
1065 HBITMAP DIBsection;
1066 void* bitmap_data;
1067 UINT bitmap_size;
1068 HGDIOBJ holdbitmap;
1069 BOOL client_memory;
1070 } wineD3DSurface_DIB;
1072 typedef struct {
1073 struct list entry;
1074 GLuint id;
1075 UINT width;
1076 UINT height;
1077 } renderbuffer_entry_t;
1079 /*****************************************************************************
1080 * IWineD3DClipp implementation structure
1082 typedef struct IWineD3DClipperImpl
1084 const IWineD3DClipperVtbl *lpVtbl;
1085 LONG ref;
1087 IUnknown *Parent;
1088 HWND hWnd;
1089 } IWineD3DClipperImpl;
1092 /*****************************************************************************
1093 * IWineD3DSurface implementation structure
1095 struct IWineD3DSurfaceImpl
1097 /* IUnknown & IWineD3DResource Information */
1098 const IWineD3DSurfaceVtbl *lpVtbl;
1099 IWineD3DResourceClass resource;
1101 /* IWineD3DSurface fields */
1102 IWineD3DBase *container;
1103 WINED3DSURFACET_DESC currentDesc;
1104 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1105 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1107 UINT bytesPerPixel;
1109 /* TODO: move this off into a management class(maybe!) */
1110 DWORD Flags;
1112 UINT pow2Width;
1113 UINT pow2Height;
1115 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1116 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1118 /* Oversized texture */
1119 RECT glRect;
1121 /* PBO */
1122 GLuint pbo;
1124 RECT lockedRect;
1125 RECT dirtyRect;
1126 int lockCount;
1127 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1129 glDescriptor glDescription;
1130 BOOL srgb;
1132 /* For GetDC */
1133 wineD3DSurface_DIB dib;
1134 HDC hDC;
1136 /* Color keys for DDraw */
1137 WINEDDCOLORKEY DestBltCKey;
1138 WINEDDCOLORKEY DestOverlayCKey;
1139 WINEDDCOLORKEY SrcOverlayCKey;
1140 WINEDDCOLORKEY SrcBltCKey;
1141 DWORD CKeyFlags;
1143 WINEDDCOLORKEY glCKey;
1145 struct list renderbuffers;
1146 renderbuffer_entry_t *current_renderbuffer;
1148 /* DirectDraw clippers */
1149 IWineD3DClipper *clipper;
1152 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1153 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1155 /* Predeclare the shared Surface functions */
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1157 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1163 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1164 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1165 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1174 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1175 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1176 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1177 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1178 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1179 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1180 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1181 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1182 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1183 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1184 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1185 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1186 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1187 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1188 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1189 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1191 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1193 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1194 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1195 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1196 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1198 /* Surface flags: */
1199 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1200 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1201 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1202 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1203 #define SFLAG_DISCARD 0x00000010 /* ??? */
1204 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1205 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1206 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1207 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1208 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1209 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1210 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1211 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1212 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1213 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1214 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1215 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1216 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1217 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1219 /* In some conditions the surface memory must not be freed:
1220 * SFLAG_OVERSIZE: Not all data can be kept in GL
1221 * SFLAG_CONVERTED: Converting the data back would take too long
1222 * SFLAG_DIBSECTION: The dib code manages the memory
1223 * SFLAG_LOCKED: The app requires access to the surface data
1224 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1225 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1226 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1227 * SFLAG_CLIENT: OpenGL uses our memory as backup
1229 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1230 SFLAG_CONVERTED | \
1231 SFLAG_DIBSECTION | \
1232 SFLAG_LOCKED | \
1233 SFLAG_DYNLOCK | \
1234 SFLAG_DYNCHANGE | \
1235 SFLAG_USERPTR | \
1236 SFLAG_PBO | \
1237 SFLAG_CLIENT)
1239 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1240 SFLAG_INTEXTURE | \
1241 SFLAG_INDRAWABLE)
1242 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1244 typedef enum {
1245 NO_CONVERSION,
1246 CONVERT_PALETTED,
1247 CONVERT_PALETTED_CK,
1248 CONVERT_CK_565,
1249 CONVERT_CK_5551,
1250 CONVERT_CK_4444,
1251 CONVERT_CK_4444_ARGB,
1252 CONVERT_CK_1555,
1253 CONVERT_555,
1254 CONVERT_CK_RGB24,
1255 CONVERT_CK_8888,
1256 CONVERT_CK_8888_ARGB,
1257 CONVERT_RGB32_888,
1258 CONVERT_V8U8,
1259 CONVERT_L6V5U5,
1260 CONVERT_X8L8V8U8,
1261 CONVERT_Q8W8V8U8,
1262 CONVERT_V16U16,
1263 CONVERT_A4L4,
1264 CONVERT_R32F,
1265 CONVERT_R16F,
1266 CONVERT_G16R16,
1267 } CONVERT_TYPES;
1269 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);
1271 /*****************************************************************************
1272 * IWineD3DVertexDeclaration implementation structure
1274 typedef struct attrib_declaration {
1275 DWORD usage;
1276 DWORD idx;
1277 } attrib_declaration;
1279 #define MAX_ATTRIBS 16
1281 typedef struct IWineD3DVertexDeclarationImpl {
1282 /* IUnknown Information */
1283 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1284 LONG ref;
1286 IUnknown *parent;
1287 IWineD3DDeviceImpl *wineD3DDevice;
1289 WINED3DVERTEXELEMENT *pDeclarationWine;
1290 UINT declarationWNumElements;
1292 DWORD streams[MAX_STREAMS];
1293 UINT num_streams;
1294 BOOL position_transformed;
1295 BOOL half_float_conv_needed;
1297 /* Ordered array of declaration types that need swizzling in a vshader */
1298 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1299 UINT num_swizzled_attribs;
1300 } IWineD3DVertexDeclarationImpl;
1302 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1304 /*****************************************************************************
1305 * IWineD3DStateBlock implementation structure
1308 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1309 /* Note: Very long winded but gl Lists are not flexible enough */
1310 /* to resolve everything we need, so doing it manually for now */
1311 typedef struct SAVEDSTATES {
1312 BOOL indices;
1313 BOOL material;
1314 BOOL fvf;
1315 BOOL streamSource[MAX_STREAMS];
1316 BOOL streamFreq[MAX_STREAMS];
1317 BOOL textures[MAX_COMBINED_SAMPLERS];
1318 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1319 BOOL viewport;
1320 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1321 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1322 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1323 BOOL clipplane[MAX_CLIPPLANES];
1324 BOOL vertexDecl;
1325 BOOL pixelShader;
1326 BOOL pixelShaderConstantsB[MAX_CONST_B];
1327 BOOL pixelShaderConstantsI[MAX_CONST_I];
1328 BOOL *pixelShaderConstantsF;
1329 BOOL vertexShader;
1330 BOOL vertexShaderConstantsB[MAX_CONST_B];
1331 BOOL vertexShaderConstantsI[MAX_CONST_I];
1332 BOOL *vertexShaderConstantsF;
1333 BOOL scissorRect;
1334 } SAVEDSTATES;
1336 typedef struct {
1337 struct list entry;
1338 DWORD count;
1339 DWORD idx[13];
1340 } constants_entry;
1342 struct StageState {
1343 DWORD stage;
1344 DWORD state;
1347 struct IWineD3DStateBlockImpl
1349 /* IUnknown fields */
1350 const IWineD3DStateBlockVtbl *lpVtbl;
1351 LONG ref; /* Note: Ref counting not required */
1353 /* IWineD3DStateBlock information */
1354 IUnknown *parent;
1355 IWineD3DDeviceImpl *wineD3DDevice;
1356 WINED3DSTATEBLOCKTYPE blockType;
1358 /* Array indicating whether things have been set or changed */
1359 SAVEDSTATES changed;
1360 struct list set_vconstantsF;
1361 struct list set_pconstantsF;
1363 /* Drawing - Vertex Shader or FVF related */
1364 DWORD fvf;
1365 /* Vertex Shader Declaration */
1366 IWineD3DVertexDeclaration *vertexDecl;
1368 IWineD3DVertexShader *vertexShader;
1370 /* Vertex Shader Constants */
1371 BOOL vertexShaderConstantB[MAX_CONST_B];
1372 INT vertexShaderConstantI[MAX_CONST_I * 4];
1373 float *vertexShaderConstantF;
1375 /* Stream Source */
1376 BOOL streamIsUP;
1377 UINT streamStride[MAX_STREAMS];
1378 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1379 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1380 UINT streamFreq[MAX_STREAMS + 1];
1381 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1383 /* Indices */
1384 IWineD3DIndexBuffer* pIndexData;
1385 INT baseVertexIndex;
1386 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1388 /* Transform */
1389 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1391 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1392 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1393 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1394 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1395 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1397 /* Clipping */
1398 double clipplane[MAX_CLIPPLANES][4];
1399 WINED3DCLIPSTATUS clip_status;
1401 /* ViewPort */
1402 WINED3DVIEWPORT viewport;
1404 /* Material */
1405 WINED3DMATERIAL material;
1407 /* Pixel Shader */
1408 IWineD3DPixelShader *pixelShader;
1410 /* Pixel Shader Constants */
1411 BOOL pixelShaderConstantB[MAX_CONST_B];
1412 INT pixelShaderConstantI[MAX_CONST_I * 4];
1413 float *pixelShaderConstantF;
1415 /* RenderState */
1416 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1418 /* Texture */
1419 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1420 int textureDimensions[MAX_COMBINED_SAMPLERS];
1422 /* Texture State Stage */
1423 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1424 DWORD lowest_disabled_stage;
1425 /* Sampler States */
1426 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1428 /* Current GLSL Shader Program */
1429 struct glsl_shader_prog_link *glsl_program;
1431 /* Scissor test rectangle */
1432 RECT scissorRect;
1434 /* Contained state management */
1435 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1436 unsigned int num_contained_render_states;
1437 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1438 unsigned int num_contained_transform_states;
1439 DWORD contained_vs_consts_i[MAX_CONST_I];
1440 unsigned int num_contained_vs_consts_i;
1441 DWORD contained_vs_consts_b[MAX_CONST_B];
1442 unsigned int num_contained_vs_consts_b;
1443 DWORD *contained_vs_consts_f;
1444 unsigned int num_contained_vs_consts_f;
1445 DWORD contained_ps_consts_i[MAX_CONST_I];
1446 unsigned int num_contained_ps_consts_i;
1447 DWORD contained_ps_consts_b[MAX_CONST_B];
1448 unsigned int num_contained_ps_consts_b;
1449 DWORD *contained_ps_consts_f;
1450 unsigned int num_contained_ps_consts_f;
1451 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1452 unsigned int num_contained_tss_states;
1453 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1454 unsigned int num_contained_sampler_states;
1457 extern void stateblock_savedstates_set(
1458 IWineD3DStateBlock* iface,
1459 SAVEDSTATES* states,
1460 BOOL value);
1462 extern void stateblock_savedstates_copy(
1463 IWineD3DStateBlock* iface,
1464 SAVEDSTATES* dest,
1465 SAVEDSTATES* source);
1467 extern void stateblock_copy(
1468 IWineD3DStateBlock* destination,
1469 IWineD3DStateBlock* source);
1471 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1473 /* Direct3D terminology with little modifications. We do not have an issued state
1474 * because only the driver knows about it, but we have a created state because d3d
1475 * allows GetData on a created issue, but opengl doesn't
1477 enum query_state {
1478 QUERY_CREATED,
1479 QUERY_SIGNALLED,
1480 QUERY_BUILDING
1482 /*****************************************************************************
1483 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1485 typedef struct IWineD3DQueryImpl
1487 const IWineD3DQueryVtbl *lpVtbl;
1488 LONG ref; /* Note: Ref counting not required */
1490 IUnknown *parent;
1491 /*TODO: replace with iface usage */
1492 #if 0
1493 IWineD3DDevice *wineD3DDevice;
1494 #else
1495 IWineD3DDeviceImpl *wineD3DDevice;
1496 #endif
1498 /* IWineD3DQuery fields */
1499 enum query_state state;
1500 WINED3DQUERYTYPE type;
1501 /* TODO: Think about using a IUnknown instead of a void* */
1502 void *extendedData;
1505 } IWineD3DQueryImpl;
1507 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1509 /* Datastructures for IWineD3DQueryImpl.extendedData */
1510 typedef struct WineQueryOcclusionData {
1511 GLuint queryId;
1512 WineD3DContext *ctx;
1513 } WineQueryOcclusionData;
1515 typedef struct WineQueryEventData {
1516 GLuint fenceId;
1517 WineD3DContext *ctx;
1518 } WineQueryEventData;
1520 /*****************************************************************************
1521 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1524 typedef struct IWineD3DSwapChainImpl
1526 /*IUnknown part*/
1527 const IWineD3DSwapChainVtbl *lpVtbl;
1528 LONG ref; /* Note: Ref counting not required */
1530 IUnknown *parent;
1531 IWineD3DDeviceImpl *wineD3DDevice;
1533 /* IWineD3DSwapChain fields */
1534 IWineD3DSurface **backBuffer;
1535 IWineD3DSurface *frontBuffer;
1536 BOOL wantsDepthStencilBuffer;
1537 WINED3DPRESENT_PARAMETERS presentParms;
1538 DWORD orig_width, orig_height;
1539 WINED3DFORMAT orig_fmt;
1541 long prev_time, frames; /* Performance tracking */
1542 unsigned int vSyncCounter;
1544 WineD3DContext **context; /* Later a array for multithreading */
1545 unsigned int num_contexts;
1547 HWND win_handle;
1548 } IWineD3DSwapChainImpl;
1550 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1552 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1554 /*****************************************************************************
1555 * Utility function prototypes
1558 /* Trace routines */
1559 const char* debug_d3dformat(WINED3DFORMAT fmt);
1560 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1561 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1562 const char* debug_d3dusage(DWORD usage);
1563 const char* debug_d3dusagequery(DWORD usagequery);
1564 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1565 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1566 const char* debug_d3ddeclusage(BYTE usage);
1567 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1568 const char* debug_d3drenderstate(DWORD state);
1569 const char* debug_d3dsamplerstate(DWORD state);
1570 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1571 const char* debug_d3dtexturestate(DWORD state);
1572 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1573 const char* debug_d3dpool(WINED3DPOOL pool);
1574 const char *debug_fbostatus(GLenum status);
1575 const char *debug_glerror(GLenum error);
1576 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1577 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1579 /* Routines for GL <-> D3D values */
1580 GLenum StencilOp(DWORD op);
1581 GLenum CompareFunc(DWORD func);
1582 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1583 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1584 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1586 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1587 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1589 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1590 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1592 /* Math utils */
1593 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1594 unsigned int count_bits(unsigned int mask);
1596 /*****************************************************************************
1597 * To enable calling of inherited functions, requires prototypes
1599 * Note: Only require classes which are subclassed, ie resource, basetexture,
1601 /*** IUnknown methods ***/
1602 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1603 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1604 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1605 /*** IWineD3DResource methods ***/
1606 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1607 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1608 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1609 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1610 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1611 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1612 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1613 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1614 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1615 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1616 /*** class static members ***/
1617 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1619 /*** IUnknown methods ***/
1620 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1621 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1622 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1623 /*** IWineD3DResource methods ***/
1624 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1625 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1626 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1627 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1628 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1629 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1630 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1631 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1632 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1633 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1634 /*** IWineD3DBaseTexture methods ***/
1635 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1636 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1637 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1638 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1639 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1640 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1641 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1642 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1644 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1645 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1646 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1647 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1648 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1649 /*** class static members ***/
1650 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1652 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1654 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1655 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1656 * used if the user is using GLSL shaders. */
1657 struct glsl_shader_prog_link {
1658 struct list vshader_entry;
1659 struct list pshader_entry;
1660 GLhandleARB programId;
1661 GLhandleARB *vuniformF_locations;
1662 GLhandleARB *puniformF_locations;
1663 GLhandleARB vuniformI_locations[MAX_CONST_I];
1664 GLhandleARB puniformI_locations[MAX_CONST_I];
1665 GLhandleARB posFixup_location;
1666 GLhandleARB bumpenvmat_location;
1667 GLhandleARB luminancescale_location;
1668 GLhandleARB luminanceoffset_location;
1669 GLhandleARB srgb_comparison_location;
1670 GLhandleARB srgb_mul_low_location;
1671 GLhandleARB ycorrection_location;
1672 GLhandleARB vshader;
1673 GLhandleARB pshader;
1676 typedef struct {
1677 GLhandleARB vshader;
1678 GLhandleARB pshader;
1679 } glsl_program_key_t;
1681 /* TODO: Make this dynamic, based on shader limits ? */
1682 #define MAX_REG_ADDR 1
1683 #define MAX_REG_TEMP 32
1684 #define MAX_REG_TEXCRD 8
1685 #define MAX_REG_INPUT 12
1686 #define MAX_REG_OUTPUT 12
1687 #define MAX_CONST_I 16
1688 #define MAX_CONST_B 16
1690 /* FIXME: This needs to go up to 2048 for
1691 * Shader model 3 according to msdn (and for software shaders) */
1692 #define MAX_LABELS 16
1694 typedef struct semantic {
1695 DWORD usage;
1696 DWORD reg;
1697 } semantic;
1699 typedef struct local_constant {
1700 struct list entry;
1701 unsigned int idx;
1702 DWORD value[4];
1703 } local_constant;
1705 typedef struct shader_reg_maps {
1707 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1708 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1709 char address[MAX_REG_ADDR]; /* vertex */
1710 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1711 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1712 char attributes[MAX_ATTRIBS]; /* vertex */
1713 char labels[MAX_LABELS]; /* pixel, vertex */
1714 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1716 /* Sampler usage tokens
1717 * Use 0 as default (bit 31 is always 1 on a valid token) */
1718 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1719 char bumpmat, luminanceparams;
1720 char usesnrm, vpos, usesdsy;
1721 char usesrelconstF;
1723 /* Whether or not loops are used in this shader, and nesting depth */
1724 unsigned loop_depth;
1726 /* Whether or not this shader uses fog */
1727 char fog;
1729 } shader_reg_maps;
1731 #define SHADER_PGMSIZE 65535
1732 typedef struct SHADER_BUFFER {
1733 char* buffer;
1734 unsigned int bsize;
1735 unsigned int lineNo;
1736 BOOL newline;
1737 } SHADER_BUFFER;
1739 /* Undocumented opcode controls */
1740 #define INST_CONTROLS_SHIFT 16
1741 #define INST_CONTROLS_MASK 0x00ff0000
1743 typedef enum COMPARISON_TYPE {
1744 COMPARISON_GT = 1,
1745 COMPARISON_EQ = 2,
1746 COMPARISON_GE = 3,
1747 COMPARISON_LT = 4,
1748 COMPARISON_NE = 5,
1749 COMPARISON_LE = 6
1750 } COMPARISON_TYPE;
1752 typedef struct SHADER_OPCODE {
1753 unsigned int opcode;
1754 const char* name;
1755 const char* glname;
1756 char dst_token;
1757 CONST UINT num_params;
1758 SHADER_HANDLER hw_fct;
1759 SHADER_HANDLER hw_glsl_fct;
1760 DWORD min_version;
1761 DWORD max_version;
1762 } SHADER_OPCODE;
1764 typedef struct SHADER_OPCODE_ARG {
1765 IWineD3DBaseShader* shader;
1766 shader_reg_maps* reg_maps;
1767 CONST SHADER_OPCODE* opcode;
1768 DWORD opcode_token;
1769 DWORD dst;
1770 DWORD dst_addr;
1771 DWORD predicate;
1772 DWORD src[4];
1773 DWORD src_addr[4];
1774 SHADER_BUFFER* buffer;
1775 } SHADER_OPCODE_ARG;
1777 typedef struct SHADER_LIMITS {
1778 unsigned int temporary;
1779 unsigned int texcoord;
1780 unsigned int sampler;
1781 unsigned int constant_int;
1782 unsigned int constant_float;
1783 unsigned int constant_bool;
1784 unsigned int address;
1785 unsigned int packed_output;
1786 unsigned int packed_input;
1787 unsigned int attributes;
1788 unsigned int label;
1789 } SHADER_LIMITS;
1791 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1792 maintain state information between multiple codes */
1793 typedef struct SHADER_PARSE_STATE {
1794 unsigned int current_row;
1795 DWORD texcoord_w[2];
1796 } SHADER_PARSE_STATE;
1798 #ifdef __GNUC__
1799 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1800 #else
1801 #define PRINTF_ATTR(fmt,args)
1802 #endif
1804 /* Base Shader utility functions.
1805 * (may move callers into the same file in the future) */
1806 extern int shader_addline(
1807 SHADER_BUFFER* buffer,
1808 const char* fmt, ...) PRINTF_ATTR(2,3);
1810 extern const SHADER_OPCODE* shader_get_opcode(
1811 IWineD3DBaseShader *iface,
1812 const DWORD code);
1814 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1816 /* Vertex shader utility functions */
1817 extern BOOL vshader_get_input(
1818 IWineD3DVertexShader* iface,
1819 BYTE usage_req, BYTE usage_idx_req,
1820 unsigned int* regnum);
1822 extern BOOL vshader_input_is_color(
1823 IWineD3DVertexShader* iface,
1824 unsigned int regnum);
1826 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1828 /* ARB_[vertex/fragment]_program helper functions */
1829 extern void shader_arb_load_constants(
1830 IWineD3DDevice* device,
1831 char usePixelShader,
1832 char useVertexShader);
1834 /* ARB shader program Prototypes */
1835 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1837 /* ARB pixel shader prototypes */
1838 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1839 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1840 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1841 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1842 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1843 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1844 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1845 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1846 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1847 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1862 /* ARB vertex / pixel shader common prototypes */
1863 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1864 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1865 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1867 /* ARB vertex shader prototypes */
1868 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1869 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1871 /* GLSL helper functions */
1872 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1873 extern void shader_glsl_load_constants(
1874 IWineD3DDevice* device,
1875 char usePixelShader,
1876 char useVertexShader);
1878 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1879 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1880 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1881 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1882 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1883 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1884 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1885 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1886 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1887 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1888 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1889 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1890 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1891 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1892 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1893 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1894 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1895 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1896 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1897 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1898 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1899 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1900 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1901 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1902 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1903 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1904 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1905 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1906 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1907 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1908 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1909 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1910 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1911 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1912 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1914 /** GLSL Pixel Shader Prototypes */
1915 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1917 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1918 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1919 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1920 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1921 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1922 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1923 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1924 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1925 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1926 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1927 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1928 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1929 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1930 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1931 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1932 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1933 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1934 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1935 extern void pshader_glsl_input_pack(
1936 SHADER_BUFFER* buffer,
1937 semantic* semantics_out,
1938 IWineD3DPixelShader *iface);
1940 /*****************************************************************************
1941 * IDirect3DBaseShader implementation structure
1943 typedef struct IWineD3DBaseShaderClass
1945 LONG ref;
1946 DWORD hex_version;
1947 SHADER_LIMITS limits;
1948 SHADER_PARSE_STATE parse_state;
1949 CONST SHADER_OPCODE *shader_ins;
1950 DWORD *function;
1951 UINT functionLength;
1952 GLuint prgId;
1953 BOOL is_compiled;
1954 UINT cur_loop_depth, cur_loop_regno;
1955 BOOL load_local_constsF;
1957 /* Type of shader backend */
1958 int shader_mode;
1960 /* Programs this shader is linked with */
1961 struct list linked_programs;
1963 /* Immediate constants (override global ones) */
1964 struct list constantsB;
1965 struct list constantsF;
1966 struct list constantsI;
1967 shader_reg_maps reg_maps;
1969 /* Pixel formats of sampled textures, for format conversion. This
1970 * represents the formats found during compilation, it is not initialized
1971 * on the first parser pass. It is needed to check if the shader
1972 * needs recompilation to adjust the format conversion
1974 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1975 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1976 UINT num_sampled_samplers;
1978 UINT recompile_count;
1980 /* Pointer to the parent device */
1981 IWineD3DDevice *device;
1982 struct list shader_list_entry;
1984 } IWineD3DBaseShaderClass;
1986 typedef struct IWineD3DBaseShaderImpl {
1987 /* IUnknown */
1988 const IWineD3DBaseShaderVtbl *lpVtbl;
1990 /* IWineD3DBaseShader */
1991 IWineD3DBaseShaderClass baseShader;
1992 } IWineD3DBaseShaderImpl;
1994 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1995 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1996 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1998 extern HRESULT shader_get_registers_used(
1999 IWineD3DBaseShader *iface,
2000 shader_reg_maps* reg_maps,
2001 semantic* semantics_in,
2002 semantic* semantics_out,
2003 CONST DWORD* pToken,
2004 IWineD3DStateBlockImpl *stateBlock);
2006 extern void shader_generate_glsl_declarations(
2007 IWineD3DBaseShader *iface,
2008 shader_reg_maps* reg_maps,
2009 SHADER_BUFFER* buffer,
2010 WineD3D_GL_Info* gl_info);
2012 extern void shader_generate_arb_declarations(
2013 IWineD3DBaseShader *iface,
2014 shader_reg_maps* reg_maps,
2015 SHADER_BUFFER* buffer,
2016 WineD3D_GL_Info* gl_info);
2018 extern void shader_generate_main(
2019 IWineD3DBaseShader *iface,
2020 SHADER_BUFFER* buffer,
2021 shader_reg_maps* reg_maps,
2022 CONST DWORD* pFunction);
2024 extern void shader_dump_ins_modifiers(
2025 const DWORD output);
2027 extern void shader_dump_param(
2028 IWineD3DBaseShader *iface,
2029 const DWORD param,
2030 const DWORD addr_token,
2031 int input);
2033 extern void shader_trace_init(
2034 IWineD3DBaseShader *iface,
2035 const DWORD* pFunction);
2037 extern int shader_get_param(
2038 IWineD3DBaseShader* iface,
2039 const DWORD* pToken,
2040 DWORD* param,
2041 DWORD* addr_token);
2043 extern int shader_skip_unrecognized(
2044 IWineD3DBaseShader* iface,
2045 const DWORD* pToken);
2047 extern void print_glsl_info_log(
2048 WineD3D_GL_Info *gl_info,
2049 GLhandleARB obj);
2051 static inline int shader_get_regtype(const DWORD param) {
2052 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2053 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2056 static inline int shader_get_writemask(const DWORD param) {
2057 return param & WINED3DSP_WRITEMASK_ALL;
2060 extern unsigned int shader_get_float_offset(const DWORD reg);
2062 static inline BOOL shader_is_pshader_version(DWORD token) {
2063 return 0xFFFF0000 == (token & 0xFFFF0000);
2066 static inline BOOL shader_is_vshader_version(DWORD token) {
2067 return 0xFFFE0000 == (token & 0xFFFF0000);
2070 static inline BOOL shader_is_comment(DWORD token) {
2071 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2074 static inline BOOL shader_is_scalar(DWORD param) {
2075 DWORD reg_type = shader_get_regtype(param);
2076 DWORD reg_num;
2078 switch (reg_type) {
2079 case WINED3DSPR_RASTOUT:
2080 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2081 /* oFog & oPts */
2082 return TRUE;
2084 /* oPos */
2085 return FALSE;
2087 case WINED3DSPR_DEPTHOUT: /* oDepth */
2088 case WINED3DSPR_CONSTBOOL: /* b# */
2089 case WINED3DSPR_LOOP: /* aL */
2090 case WINED3DSPR_PREDICATE: /* p0 */
2091 return TRUE;
2093 case WINED3DSPR_MISCTYPE:
2094 reg_num = param & WINED3DSP_REGNUM_MASK;
2095 switch(reg_num) {
2096 case 0: /* vPos */
2097 return FALSE;
2098 case 1: /* vFace */
2099 return TRUE;
2100 default:
2101 return FALSE;
2104 default:
2105 return FALSE;
2109 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2110 * so upload them above that
2112 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2113 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2115 /*****************************************************************************
2116 * IDirect3DVertexShader implementation structure
2118 typedef struct IWineD3DVertexShaderImpl {
2119 /* IUnknown parts*/
2120 const IWineD3DVertexShaderVtbl *lpVtbl;
2122 /* IWineD3DBaseShader */
2123 IWineD3DBaseShaderClass baseShader;
2125 /* IWineD3DVertexShaderImpl */
2126 IUnknown *parent;
2128 DWORD usage;
2130 /* Vertex shader input and output semantics */
2131 semantic semantics_in [MAX_ATTRIBS];
2132 semantic semantics_out [MAX_REG_OUTPUT];
2134 /* Ordered array of attributes that are swizzled */
2135 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2136 UINT num_swizzled_attribs;
2138 /* run time datas... */
2139 VSHADERDATA *data;
2140 UINT min_rel_offset, max_rel_offset;
2141 UINT rel_offset;
2143 UINT recompile_count;
2144 #if 0 /* needs reworking */
2145 /* run time datas */
2146 VSHADERINPUTDATA input;
2147 VSHADEROUTPUTDATA output;
2148 #endif
2149 } IWineD3DVertexShaderImpl;
2150 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2151 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2153 /*****************************************************************************
2154 * IDirect3DPixelShader implementation structure
2157 enum vertexprocessing_mode {
2158 fixedfunction,
2159 vertexshader,
2160 pretransformed
2163 typedef struct IWineD3DPixelShaderImpl {
2164 /* IUnknown parts */
2165 const IWineD3DPixelShaderVtbl *lpVtbl;
2167 /* IWineD3DBaseShader */
2168 IWineD3DBaseShaderClass baseShader;
2170 /* IWineD3DPixelShaderImpl */
2171 IUnknown *parent;
2173 /* Pixel shader input semantics */
2174 semantic semantics_in [MAX_REG_INPUT];
2175 DWORD input_reg_map[MAX_REG_INPUT];
2176 BOOL input_reg_used[MAX_REG_INPUT];
2178 /* run time data */
2179 PSHADERDATA *data;
2181 /* Some information about the shader behavior */
2182 char needsbumpmat;
2183 UINT bumpenvmatconst;
2184 UINT luminanceconst;
2185 char srgb_enabled;
2186 char srgb_mode_hardcoded;
2187 UINT srgb_low_const;
2188 UINT srgb_cmp_const;
2189 char vpos_uniform;
2190 BOOL render_offscreen;
2191 UINT height;
2192 enum vertexprocessing_mode vertexprocessing;
2194 #if 0 /* needs reworking */
2195 PSHADERINPUTDATA input;
2196 PSHADEROUTPUTDATA output;
2197 #endif
2198 } IWineD3DPixelShaderImpl;
2200 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2201 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2203 /* sRGB correction constants */
2204 static const float srgb_cmp = 0.0031308;
2205 static const float srgb_mul_low = 12.92;
2206 static const float srgb_pow = 0.41666;
2207 static const float srgb_mul_high = 1.055;
2208 static const float srgb_sub_high = 0.055;
2210 /*****************************************************************************
2211 * IWineD3DPalette implementation structure
2213 struct IWineD3DPaletteImpl {
2214 /* IUnknown parts */
2215 const IWineD3DPaletteVtbl *lpVtbl;
2216 LONG ref;
2218 IUnknown *parent;
2219 IWineD3DDeviceImpl *wineD3DDevice;
2221 /* IWineD3DPalette */
2222 HPALETTE hpal;
2223 WORD palVersion; /*| */
2224 WORD palNumEntries; /*| LOGPALETTE */
2225 PALETTEENTRY palents[256]; /*| */
2226 /* This is to store the palette in 'screen format' */
2227 int screen_palents[256];
2228 DWORD Flags;
2231 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2232 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2234 /* DirectDraw utility functions */
2235 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2237 /*****************************************************************************
2238 * Pixel format management
2240 typedef struct {
2241 WINED3DFORMAT format;
2242 DWORD alphaMask, redMask, greenMask, blueMask;
2243 UINT bpp;
2244 short depthSize, stencilSize;
2245 BOOL isFourcc;
2246 } StaticPixelFormatDesc;
2248 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2249 WineD3D_GL_Info *gl_info,
2250 const GlPixelFormatDesc **glDesc);
2252 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2253 return (device->vs_selected_mode != SHADER_NONE
2254 && device->stateBlock->vertexShader
2255 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2256 && !device->strided_streams.u.s.position_transformed);
2259 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2260 return (device->ps_selected_mode != SHADER_NONE
2261 && device->stateBlock->pixelShader
2262 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2265 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2266 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2268 #endif