Release 1.1.37.
[wine/gsoc-2012-control.git] / dlls / wined3d / wined3d_private.h
blob9db09d07d1621e732272a7712fe498e942dad9da
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
54 /* Texture format fixups */
56 enum fixup_channel_source
58 CHANNEL_SOURCE_ZERO = 0,
59 CHANNEL_SOURCE_ONE = 1,
60 CHANNEL_SOURCE_X = 2,
61 CHANNEL_SOURCE_Y = 3,
62 CHANNEL_SOURCE_Z = 4,
63 CHANNEL_SOURCE_W = 5,
64 CHANNEL_SOURCE_YUV0 = 6,
65 CHANNEL_SOURCE_YUV1 = 7,
68 enum yuv_fixup
70 YUV_FIXUP_YUY2 = 0,
71 YUV_FIXUP_UYVY = 1,
72 YUV_FIXUP_YV12 = 2,
75 #include <pshpack2.h>
76 struct color_fixup_desc
78 unsigned x_sign_fixup : 1;
79 unsigned x_source : 3;
80 unsigned y_sign_fixup : 1;
81 unsigned y_source : 3;
82 unsigned z_sign_fixup : 1;
83 unsigned z_source : 3;
84 unsigned w_sign_fixup : 1;
85 unsigned w_source : 3;
87 #include <poppack.h>
89 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
90 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
92 static inline struct color_fixup_desc create_color_fixup_desc(
93 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
94 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
96 struct color_fixup_desc fixup =
98 sign0, src0,
99 sign1, src1,
100 sign2, src2,
101 sign3, src3,
103 return fixup;
106 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
108 struct color_fixup_desc fixup =
110 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
115 return fixup;
118 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
120 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
123 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
125 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
128 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
130 enum yuv_fixup yuv_fixup = 0;
131 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
132 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
133 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
134 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
135 return yuv_fixup;
138 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
139 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
140 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
142 /* Device caps */
143 #define MAX_PALETTES 65536
144 #define MAX_STREAMS 16
145 #define MAX_TEXTURES 8
146 #define MAX_FRAGMENT_SAMPLERS 16
147 #define MAX_VERTEX_SAMPLERS 4
148 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
149 #define MAX_ACTIVE_LIGHTS 8
150 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
152 struct min_lookup
154 GLenum mip[WINED3DTEXF_LINEAR + 1];
157 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
158 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
159 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
165 return mag_lookup[mag_filter];
168 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
169 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
171 return min_mip_lookup[min_filter].mip[mip_filter];
174 /* float_16_to_32() and float_32_to_16() (see implementation in
175 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
176 * to standard C floats and vice versa. They do not depend on the encoding
177 * of the C float, so they are platform independent, but slow. On x86 and
178 * other IEEE 754 compliant platforms the conversion can be accelerated by
179 * bit shifting the exponent and mantissa. There are also some SSE-based
180 * assembly routines out there.
182 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
184 static inline float float_16_to_32(const unsigned short *in) {
185 const unsigned short s = ((*in) & 0x8000);
186 const unsigned short e = ((*in) & 0x7C00) >> 10;
187 const unsigned short m = (*in) & 0x3FF;
188 const float sgn = (s ? -1.0f : 1.0f);
190 if(e == 0) {
191 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
192 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
193 } else if(e < 31) {
194 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
195 } else {
196 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
197 else return 0.0f / 0.0f; /* NAN */
201 static inline float float_24_to_32(DWORD in)
203 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
204 const unsigned short e = (in & 0x780000) >> 19;
205 const unsigned short m = in & 0x7ffff;
207 if (e == 0)
209 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
212 else if (e < 15)
214 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
216 else
218 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
219 else return 0.0f / 0.0f; /* NAN */
224 * Settings
226 #define VS_NONE 0
227 #define VS_HW 1
229 #define PS_NONE 0
230 #define PS_HW 1
232 #define VBO_NONE 0
233 #define VBO_HW 1
235 #define ORM_BACKBUFFER 0
236 #define ORM_PBUFFER 1
237 #define ORM_FBO 2
239 #define SHADER_ARB 1
240 #define SHADER_GLSL 2
241 #define SHADER_ATI 3
242 #define SHADER_NONE 4
244 #define RTL_DISABLE -1
245 #define RTL_READDRAW 1
246 #define RTL_READTEX 2
248 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
249 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
251 /* NOTE: When adding fields to this structure, make sure to update the default
252 * values in wined3d_main.c as well. */
253 typedef struct wined3d_settings_s {
254 /* vertex and pixel shader modes */
255 int vs_mode;
256 int ps_mode;
257 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
258 we should use it. However, until it's fully implemented, we'll leave it as a registry
259 setting for developers. */
260 BOOL glslRequested;
261 int offscreen_rendering_mode;
262 int rendertargetlock_mode;
263 unsigned short pci_vendor_id;
264 unsigned short pci_device_id;
265 /* Memory tracking and object counting */
266 unsigned int emulated_textureram;
267 char *logo;
268 int allow_multisampling;
269 } wined3d_settings_t;
271 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
273 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
275 WINED3DSTT_UNKNOWN = 0,
276 WINED3DSTT_1D = 1,
277 WINED3DSTT_2D = 2,
278 WINED3DSTT_CUBE = 3,
279 WINED3DSTT_VOLUME = 4,
280 } WINED3DSAMPLER_TEXTURE_TYPE;
282 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
284 WINED3DSPR_TEMP = 0,
285 WINED3DSPR_INPUT = 1,
286 WINED3DSPR_CONST = 2,
287 WINED3DSPR_ADDR = 3,
288 WINED3DSPR_TEXTURE = 3,
289 WINED3DSPR_RASTOUT = 4,
290 WINED3DSPR_ATTROUT = 5,
291 WINED3DSPR_TEXCRDOUT = 6,
292 WINED3DSPR_OUTPUT = 6,
293 WINED3DSPR_CONSTINT = 7,
294 WINED3DSPR_COLOROUT = 8,
295 WINED3DSPR_DEPTHOUT = 9,
296 WINED3DSPR_SAMPLER = 10,
297 WINED3DSPR_CONST2 = 11,
298 WINED3DSPR_CONST3 = 12,
299 WINED3DSPR_CONST4 = 13,
300 WINED3DSPR_CONSTBOOL = 14,
301 WINED3DSPR_LOOP = 15,
302 WINED3DSPR_TEMPFLOAT16 = 16,
303 WINED3DSPR_MISCTYPE = 17,
304 WINED3DSPR_LABEL = 18,
305 WINED3DSPR_PREDICATE = 19,
306 WINED3DSPR_IMMCONST,
307 WINED3DSPR_CONSTBUFFER,
308 } WINED3DSHADER_PARAM_REGISTER_TYPE;
310 enum wined3d_immconst_type
312 WINED3D_IMMCONST_FLOAT,
313 WINED3D_IMMCONST_FLOAT4,
316 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
318 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
320 WINED3DSPSM_NONE = 0,
321 WINED3DSPSM_NEG = 1,
322 WINED3DSPSM_BIAS = 2,
323 WINED3DSPSM_BIASNEG = 3,
324 WINED3DSPSM_SIGN = 4,
325 WINED3DSPSM_SIGNNEG = 5,
326 WINED3DSPSM_COMP = 6,
327 WINED3DSPSM_X2 = 7,
328 WINED3DSPSM_X2NEG = 8,
329 WINED3DSPSM_DZ = 9,
330 WINED3DSPSM_DW = 10,
331 WINED3DSPSM_ABS = 11,
332 WINED3DSPSM_ABSNEG = 12,
333 WINED3DSPSM_NOT = 13,
334 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
336 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
337 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
338 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
339 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
340 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
342 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
344 WINED3DSPDM_NONE = 0,
345 WINED3DSPDM_SATURATE = 1,
346 WINED3DSPDM_PARTIALPRECISION = 2,
347 WINED3DSPDM_MSAMPCENTROID = 4,
348 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
350 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
351 #define WINED3DSI_TEXLD_PROJECT 1
352 #define WINED3DSI_TEXLD_BIAS 2
354 typedef enum COMPARISON_TYPE
356 COMPARISON_GT = 1,
357 COMPARISON_EQ = 2,
358 COMPARISON_GE = 3,
359 COMPARISON_LT = 4,
360 COMPARISON_NE = 5,
361 COMPARISON_LE = 6,
362 } COMPARISON_TYPE;
364 #define WINED3D_SM1_VS 0xfffe
365 #define WINED3D_SM1_PS 0xffff
366 #define WINED3D_SM4_PS 0x0000
367 #define WINED3D_SM4_VS 0x0001
368 #define WINED3D_SM4_GS 0x0002
370 /* Shader version tokens, and shader end tokens */
371 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
372 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
374 /* Shader backends */
376 /* TODO: Make this dynamic, based on shader limits ? */
377 #define MAX_ATTRIBS 16
378 #define MAX_REG_ADDR 1
379 #define MAX_REG_TEMP 32
380 #define MAX_REG_TEXCRD 8
381 #define MAX_REG_INPUT 12
382 #define MAX_REG_OUTPUT 12
383 #define MAX_CONST_I 16
384 #define MAX_CONST_B 16
386 /* FIXME: This needs to go up to 2048 for
387 * Shader model 3 according to msdn (and for software shaders) */
388 #define MAX_LABELS 16
390 #define SHADER_PGMSIZE 65535
392 struct wined3d_shader_buffer
394 char *buffer;
395 unsigned int bsize;
396 unsigned int lineNo;
397 BOOL newline;
400 enum WINED3D_SHADER_INSTRUCTION_HANDLER
402 WINED3DSIH_ABS,
403 WINED3DSIH_ADD,
404 WINED3DSIH_BEM,
405 WINED3DSIH_BREAK,
406 WINED3DSIH_BREAKC,
407 WINED3DSIH_BREAKP,
408 WINED3DSIH_CALL,
409 WINED3DSIH_CALLNZ,
410 WINED3DSIH_CMP,
411 WINED3DSIH_CND,
412 WINED3DSIH_CRS,
413 WINED3DSIH_CUT,
414 WINED3DSIH_DCL,
415 WINED3DSIH_DEF,
416 WINED3DSIH_DEFB,
417 WINED3DSIH_DEFI,
418 WINED3DSIH_DP2ADD,
419 WINED3DSIH_DP3,
420 WINED3DSIH_DP4,
421 WINED3DSIH_DST,
422 WINED3DSIH_DSX,
423 WINED3DSIH_DSY,
424 WINED3DSIH_ELSE,
425 WINED3DSIH_EMIT,
426 WINED3DSIH_ENDIF,
427 WINED3DSIH_ENDLOOP,
428 WINED3DSIH_ENDREP,
429 WINED3DSIH_EXP,
430 WINED3DSIH_EXPP,
431 WINED3DSIH_FRC,
432 WINED3DSIH_IADD,
433 WINED3DSIH_IF,
434 WINED3DSIH_IFC,
435 WINED3DSIH_IGE,
436 WINED3DSIH_LABEL,
437 WINED3DSIH_LIT,
438 WINED3DSIH_LOG,
439 WINED3DSIH_LOGP,
440 WINED3DSIH_LOOP,
441 WINED3DSIH_LRP,
442 WINED3DSIH_LT,
443 WINED3DSIH_M3x2,
444 WINED3DSIH_M3x3,
445 WINED3DSIH_M3x4,
446 WINED3DSIH_M4x3,
447 WINED3DSIH_M4x4,
448 WINED3DSIH_MAD,
449 WINED3DSIH_MAX,
450 WINED3DSIH_MIN,
451 WINED3DSIH_MOV,
452 WINED3DSIH_MOVA,
453 WINED3DSIH_MUL,
454 WINED3DSIH_NOP,
455 WINED3DSIH_NRM,
456 WINED3DSIH_PHASE,
457 WINED3DSIH_POW,
458 WINED3DSIH_RCP,
459 WINED3DSIH_REP,
460 WINED3DSIH_RET,
461 WINED3DSIH_RSQ,
462 WINED3DSIH_SETP,
463 WINED3DSIH_SGE,
464 WINED3DSIH_SGN,
465 WINED3DSIH_SINCOS,
466 WINED3DSIH_SLT,
467 WINED3DSIH_SUB,
468 WINED3DSIH_TEX,
469 WINED3DSIH_TEXBEM,
470 WINED3DSIH_TEXBEML,
471 WINED3DSIH_TEXCOORD,
472 WINED3DSIH_TEXDEPTH,
473 WINED3DSIH_TEXDP3,
474 WINED3DSIH_TEXDP3TEX,
475 WINED3DSIH_TEXKILL,
476 WINED3DSIH_TEXLDD,
477 WINED3DSIH_TEXLDL,
478 WINED3DSIH_TEXM3x2DEPTH,
479 WINED3DSIH_TEXM3x2PAD,
480 WINED3DSIH_TEXM3x2TEX,
481 WINED3DSIH_TEXM3x3,
482 WINED3DSIH_TEXM3x3DIFF,
483 WINED3DSIH_TEXM3x3PAD,
484 WINED3DSIH_TEXM3x3SPEC,
485 WINED3DSIH_TEXM3x3TEX,
486 WINED3DSIH_TEXM3x3VSPEC,
487 WINED3DSIH_TEXREG2AR,
488 WINED3DSIH_TEXREG2GB,
489 WINED3DSIH_TEXREG2RGB,
490 WINED3DSIH_TABLE_SIZE
493 enum wined3d_shader_type
495 WINED3D_SHADER_TYPE_PIXEL,
496 WINED3D_SHADER_TYPE_VERTEX,
497 WINED3D_SHADER_TYPE_GEOMETRY,
500 struct wined3d_shader_version
502 enum wined3d_shader_type type;
503 BYTE major;
504 BYTE minor;
507 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
509 typedef struct shader_reg_maps
511 struct wined3d_shader_version shader_version;
512 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
513 BYTE address; /* MAX_REG_ADDR, 1 */
514 WORD labels; /* MAX_LABELS, 16 */
515 DWORD temporary; /* MAX_REG_TEMP, 32 */
516 DWORD *constf; /* pixel, vertex */
517 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
518 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
519 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
520 WORD integer_constants; /* MAX_CONST_I, 16 */
521 WORD boolean_constants; /* MAX_CONST_B, 16 */
522 WORD local_int_consts; /* MAX_CONST_I, 16 */
523 WORD local_bool_consts; /* MAX_CONST_B, 16 */
525 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
526 BYTE bumpmat; /* MAX_TEXTURES, 8 */
527 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
529 WORD usesnrm : 1;
530 WORD vpos : 1;
531 WORD usesdsx : 1;
532 WORD usesdsy : 1;
533 WORD usestexldd : 1;
534 WORD usesmova : 1;
535 WORD usesfacing : 1;
536 WORD usesrelconstF : 1;
537 WORD fog : 1;
538 WORD usestexldl : 1;
539 WORD usesifc : 1;
540 WORD usescall : 1;
541 WORD padding : 4;
543 /* Whether or not loops are used in this shader, and nesting depth */
544 unsigned loop_depth;
545 unsigned highest_render_target;
547 } shader_reg_maps;
549 struct wined3d_shader_context
551 IWineD3DBaseShader *shader;
552 const struct shader_reg_maps *reg_maps;
553 struct wined3d_shader_buffer *buffer;
554 void *backend_data;
557 struct wined3d_shader_register
559 WINED3DSHADER_PARAM_REGISTER_TYPE type;
560 UINT idx;
561 UINT array_idx;
562 const struct wined3d_shader_src_param *rel_addr;
563 enum wined3d_immconst_type immconst_type;
564 DWORD immconst_data[4];
567 struct wined3d_shader_dst_param
569 struct wined3d_shader_register reg;
570 DWORD write_mask;
571 DWORD modifiers;
572 DWORD shift;
575 struct wined3d_shader_src_param
577 struct wined3d_shader_register reg;
578 DWORD swizzle;
579 DWORD modifiers;
582 struct wined3d_shader_instruction
584 const struct wined3d_shader_context *ctx;
585 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
586 DWORD flags;
587 BOOL coissue;
588 DWORD predicate;
589 UINT dst_count;
590 const struct wined3d_shader_dst_param *dst;
591 UINT src_count;
592 const struct wined3d_shader_src_param *src;
595 struct wined3d_shader_semantic
597 WINED3DDECLUSAGE usage;
598 UINT usage_idx;
599 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
600 struct wined3d_shader_dst_param reg;
603 struct wined3d_shader_attribute
605 WINED3DDECLUSAGE usage;
606 UINT usage_idx;
609 struct wined3d_shader_loop_control
611 unsigned int count;
612 unsigned int start;
613 int step;
616 struct wined3d_shader_frontend
618 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
619 void (*shader_free)(void *data);
620 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
621 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
622 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
623 struct wined3d_shader_src_param *src_rel_addr);
624 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
625 struct wined3d_shader_src_param *dst_rel_addr);
626 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
627 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
628 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
631 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
632 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
634 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
636 struct shader_caps {
637 DWORD VertexShaderVersion;
638 DWORD MaxVertexShaderConst;
640 DWORD PixelShaderVersion;
641 float PixelShader1xMaxValue;
642 DWORD MaxPixelShaderConst;
644 WINED3DVSHADERCAPS2_0 VS20Caps;
645 WINED3DPSHADERCAPS2_0 PS20Caps;
647 DWORD MaxVShaderInstructionsExecuted;
648 DWORD MaxPShaderInstructionsExecuted;
649 DWORD MaxVertexShader30InstructionSlots;
650 DWORD MaxPixelShader30InstructionSlots;
652 BOOL VSClipping;
655 enum tex_types
657 tex_1d = 0,
658 tex_2d = 1,
659 tex_3d = 2,
660 tex_cube = 3,
661 tex_rect = 4,
662 tex_type_count = 5,
665 enum vertexprocessing_mode {
666 fixedfunction,
667 vertexshader,
668 pretransformed
671 #define WINED3D_CONST_NUM_UNUSED ~0U
673 enum fogmode {
674 FOG_OFF,
675 FOG_LINEAR,
676 FOG_EXP,
677 FOG_EXP2
680 /* Stateblock dependent parameters which have to be hardcoded
681 * into the shader code
683 struct ps_compile_args {
684 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
685 enum vertexprocessing_mode vp_mode;
686 enum fogmode fog;
687 /* Projected textures(ps 1.0-1.3) */
688 /* Texture types(2D, Cube, 3D) in ps 1.x */
689 BOOL srgb_correction;
690 WORD np2_fixup;
691 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
692 D3D9 has a limit of 16 samplers and the fixup is superfluous
693 in D3D10 (unconditional NP2 support mandatory). */
696 enum fog_src_type {
697 VS_FOG_Z = 0,
698 VS_FOG_COORD = 1
701 struct vs_compile_args {
702 BYTE fog_src;
703 BYTE clip_enabled;
704 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
707 struct wined3d_context;
709 typedef struct {
710 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
711 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
712 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
713 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
714 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
715 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
716 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
717 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
718 void (*shader_destroy)(IWineD3DBaseShader *iface);
719 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
720 void (*shader_free_private)(IWineD3DDevice *iface);
721 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
722 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
723 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
724 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
725 } shader_backend_t;
727 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
728 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
729 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
731 /* X11 locking */
733 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
734 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
736 /* As GLX relies on X, this is needed */
737 extern int num_lock DECLSPEC_HIDDEN;
739 #if 0
740 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
741 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
742 #else
743 #define ENTER_GL() wine_tsx11_lock_ptr()
744 #define LEAVE_GL() wine_tsx11_unlock_ptr()
745 #endif
747 /*****************************************************************************
748 * Defines
751 /* GL related defines */
752 /* ------------------ */
753 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
755 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
756 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
757 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
758 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
760 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
761 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
762 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
763 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
765 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
766 (vec)[0] = D3DCOLOR_R(dw); \
767 (vec)[1] = D3DCOLOR_G(dw); \
768 (vec)[2] = D3DCOLOR_B(dw); \
769 (vec)[3] = D3DCOLOR_A(dw); \
770 } while(0)
772 /* DirectX Device Limits */
773 /* --------------------- */
774 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
775 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
777 /* Checking of API calls */
778 /* --------------------- */
779 #ifndef WINE_NO_DEBUG_MSGS
780 #define checkGLcall(A) \
781 do { \
782 GLint err; \
783 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
784 err = glGetError(); \
785 if (err == GL_NO_ERROR) { \
786 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
788 } else do { \
789 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
790 debug_glerror(err), err, A, __FILE__, __LINE__); \
791 err = glGetError(); \
792 } while (err != GL_NO_ERROR); \
793 } while(0)
794 #else
795 #define checkGLcall(A) do {} while(0)
796 #endif
798 /* Trace routines / diagnostics */
799 /* ---------------------------- */
801 /* Dump out a matrix and copy it */
802 #define conv_mat(mat,gl_mat) \
803 do { \
804 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
805 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
806 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
807 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
808 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
809 } while (0)
811 /* Trace vector and strided data information */
812 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
813 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
814 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
815 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
817 /* Advance declaration of structures to satisfy compiler */
818 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
819 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
820 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
821 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
822 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
824 /* Global variables */
825 extern const float identity[16] DECLSPEC_HIDDEN;
827 /*****************************************************************************
828 * Compilable extra diagnostics
831 /* Trace information per-vertex: (extremely high amount of trace) */
832 #if 0 /* NOTE: Must be 0 in cvs */
833 # define VTRACE(A) TRACE A
834 #else
835 # define VTRACE(A)
836 #endif
838 /* TODO: Confirm each of these works when wined3d move completed */
839 #if 0 /* NOTE: Must be 0 in cvs */
840 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
841 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
842 is enabled, and if it doesn't exist it is disabled. */
843 # define FRAME_DEBUGGING
844 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
845 the file is deleted */
846 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
847 # define SINGLE_FRAME_DEBUGGING
848 # endif
849 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
850 It can only be enabled when FRAME_DEBUGGING is also enabled
851 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
852 array is drawn. */
853 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
854 # define SHOW_FRAME_MAKEUP 1
855 # endif
856 /* The following, when enabled, lets you see the makeup of the all the textures used during each
857 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
858 The contents of the textures assigned to each stage are written into
859 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
860 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
861 # define SHOW_TEXTURE_MAKEUP 0
862 # endif
863 extern BOOL isOn;
864 extern BOOL isDumpingFrames;
865 extern LONG primCounter;
866 #endif
868 enum wined3d_ffp_idx
870 WINED3D_FFP_POSITION = 0,
871 WINED3D_FFP_BLENDWEIGHT = 1,
872 WINED3D_FFP_BLENDINDICES = 2,
873 WINED3D_FFP_NORMAL = 3,
874 WINED3D_FFP_PSIZE = 4,
875 WINED3D_FFP_DIFFUSE = 5,
876 WINED3D_FFP_SPECULAR = 6,
877 WINED3D_FFP_TEXCOORD0 = 7,
878 WINED3D_FFP_TEXCOORD1 = 8,
879 WINED3D_FFP_TEXCOORD2 = 9,
880 WINED3D_FFP_TEXCOORD3 = 10,
881 WINED3D_FFP_TEXCOORD4 = 11,
882 WINED3D_FFP_TEXCOORD5 = 12,
883 WINED3D_FFP_TEXCOORD6 = 13,
884 WINED3D_FFP_TEXCOORD7 = 14,
887 enum wined3d_ffp_emit_idx
889 WINED3D_FFP_EMIT_FLOAT1 = 0,
890 WINED3D_FFP_EMIT_FLOAT2 = 1,
891 WINED3D_FFP_EMIT_FLOAT3 = 2,
892 WINED3D_FFP_EMIT_FLOAT4 = 3,
893 WINED3D_FFP_EMIT_D3DCOLOR = 4,
894 WINED3D_FFP_EMIT_UBYTE4 = 5,
895 WINED3D_FFP_EMIT_SHORT2 = 6,
896 WINED3D_FFP_EMIT_SHORT4 = 7,
897 WINED3D_FFP_EMIT_UBYTE4N = 8,
898 WINED3D_FFP_EMIT_SHORT2N = 9,
899 WINED3D_FFP_EMIT_SHORT4N = 10,
900 WINED3D_FFP_EMIT_USHORT2N = 11,
901 WINED3D_FFP_EMIT_USHORT4N = 12,
902 WINED3D_FFP_EMIT_UDEC3 = 13,
903 WINED3D_FFP_EMIT_DEC3N = 14,
904 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
905 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
906 WINED3D_FFP_EMIT_COUNT = 17
909 struct wined3d_stream_info_element
911 const struct GlPixelFormatDesc *format_desc;
912 GLsizei stride;
913 const BYTE *data;
914 UINT stream_idx;
915 GLuint buffer_object;
918 struct wined3d_stream_info
920 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
921 BOOL position_transformed;
922 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
923 WORD use_map; /* MAX_ATTRIBS, 16 */
926 /*****************************************************************************
927 * Prototypes
930 /* Routine common to the draw primitive and draw indexed primitive routines */
931 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
932 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
933 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
935 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
936 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
937 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
940 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
944 #define eps 1e-8
946 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
947 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
949 /* Routines and structures related to state management */
951 #define STATE_RENDER(a) (a)
952 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
954 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
955 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
957 /* + 1 because samplers start with 0 */
958 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
959 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
961 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
962 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
964 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
965 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
967 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
968 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
969 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
970 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
972 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
973 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
975 #define STATE_VSHADER (STATE_VDECL + 1)
976 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
978 #define STATE_VIEWPORT (STATE_VSHADER + 1)
979 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
981 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
982 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
983 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
984 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
986 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
987 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
989 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
990 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
992 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
993 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
995 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
997 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
999 #define STATE_HIGHEST (STATE_FRONTFACE)
1001 enum fogsource {
1002 FOGSOURCE_FFP,
1003 FOGSOURCE_VS,
1004 FOGSOURCE_COORD,
1007 #define WINED3D_MAX_FBO_ENTRIES 64
1009 struct wined3d_occlusion_query
1011 struct list entry;
1012 GLuint id;
1013 struct wined3d_context *context;
1016 struct wined3d_event_query
1018 struct list entry;
1019 GLuint id;
1020 struct wined3d_context *context;
1023 struct wined3d_context
1025 const struct wined3d_gl_info *gl_info;
1026 /* State dirtification
1027 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1028 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1029 * 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
1030 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1032 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1033 DWORD numDirtyEntries;
1034 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1036 IWineD3DSurface *surface;
1037 IWineD3DSurface *current_rt;
1038 DWORD tid; /* Thread ID which owns this context at the moment */
1040 /* Stores some information about the context state for optimization */
1041 WORD render_offscreen : 1;
1042 WORD draw_buffer_dirty : 1;
1043 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1044 WORD last_was_pshader : 1;
1045 WORD last_was_vshader : 1;
1046 WORD namedArraysLoaded : 1;
1047 WORD numberedArraysLoaded : 1;
1048 WORD last_was_blit : 1;
1049 WORD last_was_ckey : 1;
1050 WORD fog_coord : 1;
1051 WORD fog_enabled : 1;
1052 WORD num_untracked_materials : 2; /* Max value 2 */
1053 WORD current : 1;
1054 WORD destroyed : 1;
1055 WORD valid : 1;
1056 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1057 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1058 DWORD numbered_array_mask;
1059 GLenum tracking_parm; /* Which source is tracking current colour */
1060 GLenum untracked_materials[2];
1061 UINT blit_w, blit_h;
1062 enum fogsource fog_source;
1064 char *vshader_const_dirty, *pshader_const_dirty;
1066 /* The actual opengl context */
1067 UINT level;
1068 HGLRC restore_ctx;
1069 HDC restore_dc;
1070 HGLRC glCtx;
1071 HWND win_handle;
1072 HDC hdc;
1073 HPBUFFERARB pbuffer;
1074 GLint aux_buffers;
1076 /* FBOs */
1077 UINT fbo_entry_count;
1078 struct list fbo_list;
1079 struct list fbo_destroy_list;
1080 struct fbo_entry *current_fbo;
1081 GLuint src_fbo;
1082 GLuint dst_fbo;
1083 GLuint fbo_read_binding;
1084 GLuint fbo_draw_binding;
1086 /* Queries */
1087 GLuint *free_occlusion_queries;
1088 UINT free_occlusion_query_size;
1089 UINT free_occlusion_query_count;
1090 struct list occlusion_queries;
1092 GLuint *free_event_queries;
1093 UINT free_event_query_size;
1094 UINT free_event_query_count;
1095 struct list event_queries;
1097 /* Extension emulation */
1098 GLint gl_fog_source;
1099 GLfloat fog_coord_value;
1100 GLfloat color[4], fogstart, fogend, fogcolor[4];
1101 GLuint dummy_arbfp_prog;
1104 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1106 struct StateEntry
1108 DWORD representative;
1109 APPLYSTATEFUNC apply;
1112 struct StateEntryTemplate
1114 DWORD state;
1115 struct StateEntry content;
1116 GL_SupportedExt extension;
1119 struct fragment_caps
1121 DWORD PrimitiveMiscCaps;
1122 DWORD TextureOpCaps;
1123 DWORD MaxTextureBlendStages;
1124 DWORD MaxSimultaneousTextures;
1127 struct fragment_pipeline
1129 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1130 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1131 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1132 void (*free_private)(IWineD3DDevice *iface);
1133 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1134 const struct StateEntryTemplate *states;
1135 BOOL ffp_proj_control;
1138 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1139 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1140 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1141 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1142 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1143 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1144 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1146 /* "Base" state table */
1147 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1148 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1149 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1151 /* Shaders for color conversions in blits */
1152 struct blit_shader
1154 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1155 void (*free_private)(IWineD3DDevice *iface);
1156 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1157 GLenum textype, UINT width, UINT height);
1158 void (*unset_shader)(IWineD3DDevice *iface);
1159 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1162 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1163 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1165 typedef enum ContextUsage {
1166 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1167 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1168 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1169 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1170 } ContextUsage;
1172 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1173 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1174 void context_alloc_event_query(struct wined3d_context *context,
1175 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1176 void context_alloc_occlusion_query(struct wined3d_context *context,
1177 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1178 void context_resource_released(IWineD3DDevice *iface,
1179 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1180 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1182 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1183 void context_attach_surface_fbo(const struct wined3d_context *context,
1184 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1185 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1186 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1187 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1188 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1189 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1190 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1191 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1192 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1193 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1194 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1195 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1197 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1198 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1200 /* Macros for doing basic GPU detection based on opengl capabilities */
1201 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1202 #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])
1203 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1204 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1206 /*****************************************************************************
1207 * Internal representation of a light
1209 struct wined3d_light_info
1211 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1212 DWORD OriginalIndex;
1213 LONG glIndex;
1214 BOOL enabled;
1216 /* Converted parms to speed up swapping lights */
1217 float lightPosn[4];
1218 float lightDirn[4];
1219 float exponent;
1220 float cutoff;
1222 struct list entry;
1225 /* The default light parameters */
1226 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1228 typedef struct WineD3D_PixelFormat
1230 int iPixelFormat; /* WGL pixel format */
1231 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1232 int redSize, greenSize, blueSize, alphaSize;
1233 int depthSize, stencilSize;
1234 BOOL windowDrawable;
1235 BOOL pbufferDrawable;
1236 BOOL doubleBuffer;
1237 int auxBuffers;
1238 int numSamples;
1239 } WineD3D_PixelFormat;
1241 enum wined3d_pci_vendor
1243 VENDOR_WINE = 0x0000,
1244 VENDOR_MESA = 0x0001,
1245 VENDOR_ATI = 0x1002,
1246 VENDOR_NVIDIA = 0x10de,
1247 VENDOR_INTEL = 0x8086,
1250 enum wined3d_pci_device
1252 CARD_WINE = 0x0000,
1254 CARD_ATI_RAGE_128PRO = 0x5246,
1255 CARD_ATI_RADEON_7200 = 0x5144,
1256 CARD_ATI_RADEON_8500 = 0x514c,
1257 CARD_ATI_RADEON_9500 = 0x4144,
1258 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1259 CARD_ATI_RADEON_X700 = 0x5e4c,
1260 CARD_ATI_RADEON_X1600 = 0x71c2,
1261 CARD_ATI_RADEON_HD2300 = 0x7210,
1262 CARD_ATI_RADEON_HD2600 = 0x9581,
1263 CARD_ATI_RADEON_HD2900 = 0x9400,
1264 CARD_ATI_RADEON_HD3200 = 0x9620,
1265 CARD_ATI_RADEON_HD4350 = 0x954f,
1266 CARD_ATI_RADEON_HD4550 = 0x9540,
1267 CARD_ATI_RADEON_HD4600 = 0x9495,
1268 CARD_ATI_RADEON_HD4650 = 0x9498,
1269 CARD_ATI_RADEON_HD4670 = 0x9490,
1270 CARD_ATI_RADEON_HD4700 = 0x944e,
1271 CARD_ATI_RADEON_HD4770 = 0x94b3,
1272 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1273 CARD_ATI_RADEON_HD4830 = 0x944c,
1274 CARD_ATI_RADEON_HD4850 = 0x9442,
1275 CARD_ATI_RADEON_HD4870 = 0x9440,
1276 CARD_ATI_RADEON_HD4890 = 0x9460,
1277 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1278 CARD_ATI_RADEON_HD5750 = 0x68BE,
1279 CARD_ATI_RADEON_HD5770 = 0x68B8,
1280 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1281 CARD_ATI_RADEON_HD5850 = 0x6898,
1282 CARD_ATI_RADEON_HD5870 = 0x6899,
1284 CARD_NVIDIA_RIVA_128 = 0x0018,
1285 CARD_NVIDIA_RIVA_TNT = 0x0020,
1286 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1287 CARD_NVIDIA_GEFORCE = 0x0100,
1288 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1289 CARD_NVIDIA_GEFORCE2 = 0x0150,
1290 CARD_NVIDIA_GEFORCE3 = 0x0200,
1291 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1292 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1293 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1294 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1295 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1296 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1297 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1298 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1299 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1300 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1301 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1302 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1303 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1304 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1305 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1306 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1307 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1308 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1309 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1310 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1311 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1312 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1313 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1314 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1315 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1316 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1317 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1318 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1319 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1321 CARD_INTEL_845G = 0x2562,
1322 CARD_INTEL_I830G = 0x3577,
1323 CARD_INTEL_I855G = 0x3582,
1324 CARD_INTEL_I865G = 0x2572,
1325 CARD_INTEL_I915G = 0x2582,
1326 CARD_INTEL_I915GM = 0x2592,
1327 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1328 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1331 struct wined3d_driver_info
1333 enum wined3d_pci_vendor vendor;
1334 enum wined3d_pci_device device;
1335 const char *name;
1336 const char *description;
1337 DWORD version_high;
1338 DWORD version_low;
1341 /* The adapter structure */
1342 struct wined3d_adapter
1344 UINT ordinal;
1345 BOOL opengl;
1346 POINT monitorPoint;
1347 struct wined3d_gl_info gl_info;
1348 struct wined3d_driver_info driver_info;
1349 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1350 int nCfgs;
1351 WineD3D_PixelFormat *cfgs;
1352 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1353 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1354 unsigned int UsedTextureRam;
1355 LUID luid;
1358 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1359 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1360 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1361 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1363 /*****************************************************************************
1364 * High order patch management
1366 struct WineD3DRectPatch
1368 UINT Handle;
1369 float *mem;
1370 WineDirect3DVertexStridedData strided;
1371 WINED3DRECTPATCH_INFO RectPatchInfo;
1372 float numSegs[4];
1373 char has_normals, has_texcoords;
1374 struct list entry;
1377 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1379 enum projection_types
1381 proj_none = 0,
1382 proj_count3 = 1,
1383 proj_count4 = 2
1386 enum dst_arg
1388 resultreg = 0,
1389 tempreg = 1
1392 /*****************************************************************************
1393 * Fixed function pipeline replacements
1395 #define ARG_UNUSED 0xff
1396 struct texture_stage_op
1398 unsigned cop : 8;
1399 unsigned carg1 : 8;
1400 unsigned carg2 : 8;
1401 unsigned carg0 : 8;
1403 unsigned aop : 8;
1404 unsigned aarg1 : 8;
1405 unsigned aarg2 : 8;
1406 unsigned aarg0 : 8;
1408 struct color_fixup_desc color_fixup;
1409 unsigned tex_type : 3;
1410 unsigned dst : 1;
1411 unsigned projected : 2;
1412 unsigned padding : 10;
1415 struct ffp_frag_settings {
1416 struct texture_stage_op op[MAX_TEXTURES];
1417 enum fogmode fog;
1418 /* Use shorts instead of chars to get dword alignment */
1419 unsigned short sRGB_write;
1420 unsigned short emul_clipplanes;
1423 struct ffp_frag_desc
1425 struct wine_rb_entry entry;
1426 struct ffp_frag_settings settings;
1429 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1430 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1432 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1433 BOOL ignore_textype) DECLSPEC_HIDDEN;
1434 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1435 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1436 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1438 /*****************************************************************************
1439 * IWineD3D implementation structure
1441 typedef struct IWineD3DImpl
1443 /* IUnknown fields */
1444 const IWineD3DVtbl *lpVtbl;
1445 LONG ref; /* Note: Ref counting not required */
1447 /* WineD3D Information */
1448 IUnknown *parent;
1449 UINT dxVersion;
1451 UINT adapter_count;
1452 struct wined3d_adapter adapters[1];
1453 } IWineD3DImpl;
1455 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1457 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1458 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1459 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1461 /* A helper function that dumps a resource list */
1462 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1464 /*****************************************************************************
1465 * IWineD3DDevice implementation structure
1467 #define WINED3D_UNMAPPED_STAGE ~0U
1469 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1470 #define WINED3DCREATE_MULTITHREADED 0x00000004
1472 struct IWineD3DDeviceImpl
1474 /* IUnknown fields */
1475 const IWineD3DDeviceVtbl *lpVtbl;
1476 LONG ref; /* Note: Ref counting not required */
1478 /* WineD3D Information */
1479 IUnknown *parent;
1480 IWineD3DDeviceParent *device_parent;
1481 IWineD3D *wined3d;
1482 struct wined3d_adapter *adapter;
1484 /* Window styles to restore when switching fullscreen mode */
1485 LONG style;
1486 LONG exStyle;
1488 /* X and GL Information */
1489 GLint maxConcurrentLights;
1490 GLenum offscreenBuffer;
1492 /* Selected capabilities */
1493 int vs_selected_mode;
1494 int ps_selected_mode;
1495 const shader_backend_t *shader_backend;
1496 void *shader_priv;
1497 void *fragment_priv;
1498 void *blit_priv;
1499 struct StateEntry StateTable[STATE_HIGHEST + 1];
1500 /* Array of functions for states which are handled by more than one pipeline part */
1501 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1502 const struct fragment_pipeline *frag_pipe;
1503 const struct blit_shader *blitter;
1505 unsigned int max_ffp_textures, max_ffp_texture_stages;
1506 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1507 DWORD vs_clipping;
1509 WORD view_ident : 1; /* true iff view matrix is identity */
1510 WORD untransformed : 1;
1511 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1512 WORD isRecordingState : 1;
1513 WORD isInDraw : 1;
1514 WORD bCursorVisible : 1;
1515 WORD haveHardwareCursor : 1;
1516 WORD d3d_initialized : 1;
1517 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1518 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1519 WORD useDrawStridedSlow : 1;
1520 WORD instancedDraw : 1;
1521 WORD filter_messages : 1;
1522 WORD padding : 3;
1524 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1526 #define DDRAW_PITCH_ALIGNMENT 8
1527 #define D3D8_PITCH_ALIGNMENT 4
1528 unsigned char surface_alignment; /* Line Alignment of surfaces */
1530 /* State block related */
1531 IWineD3DStateBlockImpl *stateBlock;
1532 IWineD3DStateBlockImpl *updateStateBlock;
1534 /* Internal use fields */
1535 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1536 WINED3DDEVTYPE devType;
1537 HWND focus_window;
1539 IWineD3DSwapChain **swapchains;
1540 UINT NumberOfSwapChains;
1542 struct list resources; /* a linked list to track resources created by the device */
1543 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1544 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1546 /* Render Target Support */
1547 IWineD3DSurface **render_targets;
1548 IWineD3DSurface *auto_depth_stencil_buffer;
1549 IWineD3DSurface *stencilBufferTarget;
1551 /* palettes texture management */
1552 UINT NumberOfPalettes;
1553 PALETTEENTRY **palettes;
1554 UINT currentPalette;
1555 UINT paletteConversionShader;
1557 /* For rendering to a texture using glCopyTexImage */
1558 GLenum *draw_buffers;
1559 GLuint depth_blt_texture;
1560 GLuint depth_blt_rb;
1561 UINT depth_blt_rb_w;
1562 UINT depth_blt_rb_h;
1564 /* Cursor management */
1565 UINT xHotSpot;
1566 UINT yHotSpot;
1567 UINT xScreenSpace;
1568 UINT yScreenSpace;
1569 UINT cursorWidth, cursorHeight;
1570 GLuint cursorTexture;
1571 HCURSOR hardwareCursor;
1573 /* The Wine logo surface */
1574 IWineD3DSurface *logo_surface;
1576 /* Textures for when no other textures are mapped */
1577 UINT dummyTextureName[MAX_TEXTURES];
1579 /* DirectDraw stuff */
1580 DWORD ddraw_width, ddraw_height;
1581 WINED3DFORMAT ddraw_format;
1583 /* Final position fixup constant */
1584 float posFixup[4];
1586 /* With register combiners we can skip junk texture stages */
1587 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1588 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1590 /* Stream source management */
1591 struct wined3d_stream_info strided_streams;
1592 const WineDirect3DVertexStridedData *up_strided;
1594 /* Context management */
1595 struct wined3d_context **contexts;
1596 UINT numContexts;
1597 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1598 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1600 /* High level patch management */
1601 #define PATCHMAP_SIZE 43
1602 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1603 struct list patches[PATCHMAP_SIZE];
1604 struct WineD3DRectPatch *currentPatch;
1607 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1608 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1609 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1610 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1611 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1612 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1613 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1614 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1615 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1616 void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
1617 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1618 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1619 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1620 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1621 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1623 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1625 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1626 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1627 return context->isStateDirty[idx] & (1 << shift);
1630 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1631 typedef struct PrivateData
1633 struct list entry;
1635 GUID tag;
1636 DWORD flags; /* DDSPD_* */
1638 union
1640 LPVOID data;
1641 LPUNKNOWN object;
1642 } ptr;
1644 DWORD size;
1645 } PrivateData;
1647 /*****************************************************************************
1648 * IWineD3DResource implementation structure
1650 typedef struct IWineD3DResourceClass
1652 /* IUnknown fields */
1653 LONG ref; /* Note: Ref counting not required */
1655 /* WineD3DResource Information */
1656 IUnknown *parent;
1657 WINED3DRESOURCETYPE resourceType;
1658 IWineD3DDeviceImpl *device;
1659 WINED3DPOOL pool;
1660 UINT size;
1661 DWORD usage;
1662 const struct GlPixelFormatDesc *format_desc;
1663 DWORD priority;
1664 BYTE *allocatedMemory; /* Pointer to the real data location */
1665 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1666 struct list privateData;
1667 struct list resource_list_entry;
1668 const struct wined3d_parent_ops *parent_ops;
1669 } IWineD3DResourceClass;
1671 typedef struct IWineD3DResourceImpl
1673 /* IUnknown & WineD3DResource Information */
1674 const IWineD3DResourceVtbl *lpVtbl;
1675 IWineD3DResourceClass resource;
1676 } IWineD3DResourceImpl;
1678 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1679 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1680 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1681 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1682 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1683 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1684 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1685 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1686 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1687 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1688 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1689 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1690 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1692 /* Tests show that the start address of resources is 32 byte aligned */
1693 #define RESOURCE_ALIGNMENT 32
1695 /*****************************************************************************
1696 * IWineD3DBaseTexture D3D- > openGL state map lookups
1699 typedef enum winetexturestates {
1700 WINED3DTEXSTA_ADDRESSU = 0,
1701 WINED3DTEXSTA_ADDRESSV = 1,
1702 WINED3DTEXSTA_ADDRESSW = 2,
1703 WINED3DTEXSTA_BORDERCOLOR = 3,
1704 WINED3DTEXSTA_MAGFILTER = 4,
1705 WINED3DTEXSTA_MINFILTER = 5,
1706 WINED3DTEXSTA_MIPFILTER = 6,
1707 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1708 WINED3DTEXSTA_MAXANISOTROPY = 8,
1709 WINED3DTEXSTA_SRGBTEXTURE = 9,
1710 WINED3DTEXSTA_ELEMENTINDEX = 10,
1711 WINED3DTEXSTA_DMAPOFFSET = 11,
1712 WINED3DTEXSTA_TSSADDRESSW = 12,
1713 MAX_WINETEXTURESTATES = 13,
1714 } winetexturestates;
1716 enum WINED3DSRGB
1718 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1719 SRGB_RGB = 1, /* Loads the rgb texture */
1720 SRGB_SRGB = 2, /* Loads the srgb texture */
1721 SRGB_BOTH = 3, /* Loads both textures */
1724 struct gl_texture
1726 DWORD states[MAX_WINETEXTURESTATES];
1727 BOOL dirty;
1728 GLuint name;
1731 /*****************************************************************************
1732 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1734 typedef struct IWineD3DBaseTextureClass
1736 struct gl_texture texture_rgb, texture_srgb;
1737 UINT levels;
1738 float pow2Matrix[16];
1739 UINT LOD;
1740 WINED3DTEXTUREFILTERTYPE filterType;
1741 LONG bindCount;
1742 DWORD sampler;
1743 BOOL is_srgb;
1744 BOOL pow2Matrix_identity;
1745 const struct min_lookup *minMipLookup;
1746 const GLenum *magLookup;
1747 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1748 } IWineD3DBaseTextureClass;
1750 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1751 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1752 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1754 typedef struct IWineD3DBaseTextureImpl
1756 /* IUnknown & WineD3DResource Information */
1757 const IWineD3DBaseTextureVtbl *lpVtbl;
1758 IWineD3DResourceClass resource;
1759 IWineD3DBaseTextureClass baseTexture;
1761 } IWineD3DBaseTextureImpl;
1763 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1764 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1765 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1766 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1767 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1768 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1769 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1770 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1771 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1772 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1773 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1774 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1775 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1776 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1777 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1778 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1779 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1780 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1781 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1783 /*****************************************************************************
1784 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1786 typedef struct IWineD3DTextureImpl
1788 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1789 const IWineD3DTextureVtbl *lpVtbl;
1790 IWineD3DResourceClass resource;
1791 IWineD3DBaseTextureClass baseTexture;
1793 /* IWineD3DTexture */
1794 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1795 UINT target;
1796 BOOL cond_np2;
1798 } IWineD3DTextureImpl;
1800 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1801 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1802 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1804 /*****************************************************************************
1805 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1807 typedef struct IWineD3DCubeTextureImpl
1809 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1810 const IWineD3DCubeTextureVtbl *lpVtbl;
1811 IWineD3DResourceClass resource;
1812 IWineD3DBaseTextureClass baseTexture;
1814 /* IWineD3DCubeTexture */
1815 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1816 } IWineD3DCubeTextureImpl;
1818 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1819 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1820 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1822 typedef struct _WINED3DVOLUMET_DESC
1824 UINT Width;
1825 UINT Height;
1826 UINT Depth;
1827 } WINED3DVOLUMET_DESC;
1829 /*****************************************************************************
1830 * IWineD3DVolume implementation structure (extends IUnknown)
1832 typedef struct IWineD3DVolumeImpl
1834 /* IUnknown & WineD3DResource fields */
1835 const IWineD3DVolumeVtbl *lpVtbl;
1836 IWineD3DResourceClass resource;
1838 /* WineD3DVolume Information */
1839 WINED3DVOLUMET_DESC currentDesc;
1840 IWineD3DBase *container;
1841 BOOL lockable;
1842 BOOL locked;
1843 WINED3DBOX lockedBox;
1844 WINED3DBOX dirtyBox;
1845 BOOL dirty;
1846 } IWineD3DVolumeImpl;
1848 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1849 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1850 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1851 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1853 /*****************************************************************************
1854 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1856 typedef struct IWineD3DVolumeTextureImpl
1858 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1859 const IWineD3DVolumeTextureVtbl *lpVtbl;
1860 IWineD3DResourceClass resource;
1861 IWineD3DBaseTextureClass baseTexture;
1863 /* IWineD3DVolumeTexture */
1864 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1865 } IWineD3DVolumeTextureImpl;
1867 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1868 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1869 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1871 typedef struct _WINED3DSURFACET_DESC
1873 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1874 DWORD MultiSampleQuality;
1875 UINT Width;
1876 UINT Height;
1877 } WINED3DSURFACET_DESC;
1879 /*****************************************************************************
1880 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1882 typedef struct wineD3DSurface_DIB {
1883 HBITMAP DIBsection;
1884 void* bitmap_data;
1885 UINT bitmap_size;
1886 HGDIOBJ holdbitmap;
1887 BOOL client_memory;
1888 } wineD3DSurface_DIB;
1890 typedef struct {
1891 struct list entry;
1892 GLuint id;
1893 UINT width;
1894 UINT height;
1895 } renderbuffer_entry_t;
1897 struct fbo_entry
1899 struct list entry;
1900 IWineD3DSurface **render_targets;
1901 IWineD3DSurface *depth_stencil;
1902 BOOL attached;
1903 GLuint id;
1906 /*****************************************************************************
1907 * IWineD3DClipp implementation structure
1909 typedef struct IWineD3DClipperImpl
1911 const IWineD3DClipperVtbl *lpVtbl;
1912 LONG ref;
1914 IUnknown *Parent;
1915 HWND hWnd;
1916 } IWineD3DClipperImpl;
1919 /*****************************************************************************
1920 * IWineD3DSurface implementation structure
1922 struct IWineD3DSurfaceImpl
1924 /* IUnknown & IWineD3DResource Information */
1925 const IWineD3DSurfaceVtbl *lpVtbl;
1926 IWineD3DResourceClass resource;
1928 /* IWineD3DSurface fields */
1929 IWineD3DBase *container;
1930 WINED3DSURFACET_DESC currentDesc;
1931 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1932 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1934 /* TODO: move this off into a management class(maybe!) */
1935 DWORD Flags;
1937 UINT pow2Width;
1938 UINT pow2Height;
1940 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1941 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1943 /* Oversized texture */
1944 RECT glRect;
1946 /* PBO */
1947 GLuint pbo;
1948 GLuint texture_name;
1949 GLuint texture_name_srgb;
1950 GLint texture_level;
1951 GLenum texture_target;
1953 RECT lockedRect;
1954 RECT dirtyRect;
1955 int lockCount;
1956 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1958 /* For GetDC */
1959 wineD3DSurface_DIB dib;
1960 HDC hDC;
1962 /* Color keys for DDraw */
1963 WINEDDCOLORKEY DestBltCKey;
1964 WINEDDCOLORKEY DestOverlayCKey;
1965 WINEDDCOLORKEY SrcOverlayCKey;
1966 WINEDDCOLORKEY SrcBltCKey;
1967 DWORD CKeyFlags;
1969 WINEDDCOLORKEY glCKey;
1971 struct list renderbuffers;
1972 renderbuffer_entry_t *current_renderbuffer;
1974 /* DirectDraw clippers */
1975 IWineD3DClipper *clipper;
1977 /* DirectDraw Overlay handling */
1978 RECT overlay_srcrect;
1979 RECT overlay_destrect;
1980 IWineD3DSurfaceImpl *overlay_dest;
1981 struct list overlays;
1982 struct list overlay_entry;
1985 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
1986 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
1988 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
1989 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
1990 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1991 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1992 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1993 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1994 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1996 /* Predeclare the shared Surface functions */
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
1998 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
1999 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2002 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2004 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2006 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2007 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2008 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2010 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2012 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2013 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2014 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2016 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2017 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2018 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2019 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2020 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2021 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2022 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2023 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2026 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2027 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2028 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2029 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2032 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2034 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2036 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2038 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2039 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2040 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2042 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2043 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2044 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2045 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2047 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2049 /* Surface flags: */
2050 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2051 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2052 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2053 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2054 #define SFLAG_DISCARD 0x00000010 /* ??? */
2055 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2056 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2057 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2058 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2059 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2060 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2061 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2062 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2063 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2064 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2065 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2066 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2067 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2068 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2069 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2070 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2071 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2072 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2073 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2074 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2076 /* In some conditions the surface memory must not be freed:
2077 * SFLAG_OVERSIZE: Not all data can be kept in GL
2078 * SFLAG_CONVERTED: Converting the data back would take too long
2079 * SFLAG_DIBSECTION: The dib code manages the memory
2080 * SFLAG_LOCKED: The app requires access to the surface data
2081 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2082 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2083 * SFLAG_CLIENT: OpenGL uses our memory as backup
2085 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2086 SFLAG_CONVERTED | \
2087 SFLAG_DIBSECTION | \
2088 SFLAG_LOCKED | \
2089 SFLAG_DYNLOCK | \
2090 SFLAG_USERPTR | \
2091 SFLAG_PBO | \
2092 SFLAG_CLIENT)
2094 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2095 SFLAG_INTEXTURE | \
2096 SFLAG_INDRAWABLE | \
2097 SFLAG_INSRGBTEX)
2099 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2100 SFLAG_DS_OFFSCREEN)
2101 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2103 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2105 typedef enum {
2106 NO_CONVERSION,
2107 CONVERT_PALETTED,
2108 CONVERT_PALETTED_CK,
2109 CONVERT_CK_565,
2110 CONVERT_CK_5551,
2111 CONVERT_CK_4444,
2112 CONVERT_CK_4444_ARGB,
2113 CONVERT_CK_1555,
2114 CONVERT_555,
2115 CONVERT_CK_RGB24,
2116 CONVERT_CK_8888,
2117 CONVERT_CK_8888_ARGB,
2118 CONVERT_RGB32_888,
2119 CONVERT_V8U8,
2120 CONVERT_L6V5U5,
2121 CONVERT_X8L8V8U8,
2122 CONVERT_Q8W8V8U8,
2123 CONVERT_V16U16,
2124 CONVERT_A4L4,
2125 CONVERT_G16R16,
2126 CONVERT_R16G16F,
2127 CONVERT_R32G32F,
2128 CONVERT_D15S1,
2129 CONVERT_D24X4S4,
2130 CONVERT_D24FS8,
2131 } CONVERT_TYPES;
2133 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2134 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2136 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2138 /*****************************************************************************
2139 * IWineD3DVertexDeclaration implementation structure
2142 struct wined3d_vertex_declaration_element
2144 const struct GlPixelFormatDesc *format_desc;
2145 BOOL ffp_valid;
2146 WORD input_slot;
2147 WORD offset;
2148 UINT output_slot;
2149 BYTE method;
2150 BYTE usage;
2151 BYTE usage_idx;
2154 typedef struct IWineD3DVertexDeclarationImpl {
2155 /* IUnknown Information */
2156 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2157 LONG ref;
2159 IUnknown *parent;
2160 const struct wined3d_parent_ops *parent_ops;
2161 IWineD3DDeviceImpl *device;
2163 struct wined3d_vertex_declaration_element *elements;
2164 UINT element_count;
2166 DWORD streams[MAX_STREAMS];
2167 UINT num_streams;
2168 BOOL position_transformed;
2169 BOOL half_float_conv_needed;
2170 } IWineD3DVertexDeclarationImpl;
2172 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2173 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2174 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2176 /*****************************************************************************
2177 * IWineD3DStateBlock implementation structure
2180 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2181 /* Note: Very long winded but gl Lists are not flexible enough */
2182 /* to resolve everything we need, so doing it manually for now */
2183 typedef struct SAVEDSTATES {
2184 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2185 WORD streamSource; /* MAX_STREAMS, 16 */
2186 WORD streamFreq; /* MAX_STREAMS, 16 */
2187 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2188 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2189 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2190 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2191 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2192 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2193 BOOL *pixelShaderConstantsF;
2194 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2195 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2196 BOOL *vertexShaderConstantsF;
2197 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2198 DWORD primitive_type : 1;
2199 DWORD indices : 1;
2200 DWORD material : 1;
2201 DWORD viewport : 1;
2202 DWORD vertexDecl : 1;
2203 DWORD pixelShader : 1;
2204 DWORD vertexShader : 1;
2205 DWORD scissorRect : 1;
2206 DWORD padding : 4;
2207 } SAVEDSTATES;
2209 struct StageState {
2210 DWORD stage;
2211 DWORD state;
2214 struct IWineD3DStateBlockImpl
2216 /* IUnknown fields */
2217 const IWineD3DStateBlockVtbl *lpVtbl;
2218 LONG ref; /* Note: Ref counting not required */
2220 /* IWineD3DStateBlock information */
2221 IWineD3DDeviceImpl *device;
2222 WINED3DSTATEBLOCKTYPE blockType;
2224 /* Array indicating whether things have been set or changed */
2225 SAVEDSTATES changed;
2227 /* Vertex Shader Declaration */
2228 IWineD3DVertexDeclaration *vertexDecl;
2230 IWineD3DVertexShader *vertexShader;
2232 /* Vertex Shader Constants */
2233 BOOL vertexShaderConstantB[MAX_CONST_B];
2234 INT vertexShaderConstantI[MAX_CONST_I * 4];
2235 float *vertexShaderConstantF;
2237 /* primitive type */
2238 GLenum gl_primitive_type;
2240 /* Stream Source */
2241 BOOL streamIsUP;
2242 UINT streamStride[MAX_STREAMS];
2243 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2244 IWineD3DBuffer *streamSource[MAX_STREAMS];
2245 UINT streamFreq[MAX_STREAMS + 1];
2246 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2248 /* Indices */
2249 IWineD3DBuffer* pIndexData;
2250 WINED3DFORMAT IndexFmt;
2251 INT baseVertexIndex;
2252 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2254 /* Transform */
2255 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2257 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2258 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2259 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2260 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2261 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2263 /* Clipping */
2264 double clipplane[MAX_CLIPPLANES][4];
2265 WINED3DCLIPSTATUS clip_status;
2267 /* ViewPort */
2268 WINED3DVIEWPORT viewport;
2270 /* Material */
2271 WINED3DMATERIAL material;
2273 /* Pixel Shader */
2274 IWineD3DPixelShader *pixelShader;
2276 /* Pixel Shader Constants */
2277 BOOL pixelShaderConstantB[MAX_CONST_B];
2278 INT pixelShaderConstantI[MAX_CONST_I * 4];
2279 float *pixelShaderConstantF;
2281 /* RenderState */
2282 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2284 /* Texture */
2285 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2287 /* Texture State Stage */
2288 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2289 DWORD lowest_disabled_stage;
2290 /* Sampler States */
2291 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2293 /* Scissor test rectangle */
2294 RECT scissorRect;
2296 /* Contained state management */
2297 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2298 unsigned int num_contained_render_states;
2299 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2300 unsigned int num_contained_transform_states;
2301 DWORD contained_vs_consts_i[MAX_CONST_I];
2302 unsigned int num_contained_vs_consts_i;
2303 DWORD contained_vs_consts_b[MAX_CONST_B];
2304 unsigned int num_contained_vs_consts_b;
2305 DWORD *contained_vs_consts_f;
2306 unsigned int num_contained_vs_consts_f;
2307 DWORD contained_ps_consts_i[MAX_CONST_I];
2308 unsigned int num_contained_ps_consts_i;
2309 DWORD contained_ps_consts_b[MAX_CONST_B];
2310 unsigned int num_contained_ps_consts_b;
2311 DWORD *contained_ps_consts_f;
2312 unsigned int num_contained_ps_consts_f;
2313 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2314 unsigned int num_contained_tss_states;
2315 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2316 unsigned int num_contained_sampler_states;
2319 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2320 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2321 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2323 /* Direct3D terminology with little modifications. We do not have an issued state
2324 * because only the driver knows about it, but we have a created state because d3d
2325 * allows GetData on a created issue, but opengl doesn't
2327 enum query_state {
2328 QUERY_CREATED,
2329 QUERY_SIGNALLED,
2330 QUERY_BUILDING
2332 /*****************************************************************************
2333 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2335 typedef struct IWineD3DQueryImpl
2337 const IWineD3DQueryVtbl *lpVtbl;
2338 LONG ref; /* Note: Ref counting not required */
2340 IUnknown *parent;
2341 IWineD3DDeviceImpl *device;
2343 /* IWineD3DQuery fields */
2344 enum query_state state;
2345 WINED3DQUERYTYPE type;
2346 /* TODO: Think about using a IUnknown instead of a void* */
2347 void *extendedData;
2348 } IWineD3DQueryImpl;
2350 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2351 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2353 /* IWineD3DBuffer */
2355 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2356 * fixed function semantics as D3DCOLOR or FLOAT16 */
2357 enum wined3d_buffer_conversion_type
2359 CONV_NONE,
2360 CONV_D3DCOLOR,
2361 CONV_POSITIONT,
2362 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2365 struct wined3d_map_range
2367 UINT offset;
2368 UINT size;
2371 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2372 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2373 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2374 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2375 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2377 struct wined3d_buffer
2379 const struct IWineD3DBufferVtbl *vtbl;
2380 IWineD3DResourceClass resource;
2382 struct wined3d_buffer_desc desc;
2384 GLuint buffer_object;
2385 GLenum buffer_object_usage;
2386 GLenum buffer_type_hint;
2387 UINT buffer_object_size;
2388 LONG bind_count;
2389 DWORD flags;
2391 LONG lock_count;
2392 struct wined3d_map_range *maps;
2393 ULONG maps_size, modified_areas;
2395 /* conversion stuff */
2396 UINT decl_change_count, full_conversion_count;
2397 UINT draw_count;
2398 UINT stride; /* 0 if no conversion */
2399 UINT conversion_stride; /* 0 if no shifted conversion */
2400 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2401 /* Extra load offsets, for FLOAT16 conversion */
2402 UINT *conversion_shift; /* NULL if no shifted conversion */
2405 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2406 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2407 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2408 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2409 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2411 /* IWineD3DRendertargetView */
2412 struct wined3d_rendertarget_view
2414 const struct IWineD3DRendertargetViewVtbl *vtbl;
2415 LONG refcount;
2417 IWineD3DResource *resource;
2418 IUnknown *parent;
2421 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2423 /*****************************************************************************
2424 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2427 struct IWineD3DSwapChainImpl
2429 /*IUnknown part*/
2430 const IWineD3DSwapChainVtbl *lpVtbl;
2431 LONG ref; /* Note: Ref counting not required */
2433 IUnknown *parent;
2434 IWineD3DDeviceImpl *device;
2436 /* IWineD3DSwapChain fields */
2437 IWineD3DSurface **backBuffer;
2438 IWineD3DSurface *frontBuffer;
2439 WINED3DPRESENT_PARAMETERS presentParms;
2440 DWORD orig_width, orig_height;
2441 WINED3DFORMAT orig_fmt;
2442 WINED3DGAMMARAMP orig_gamma;
2443 BOOL render_to_fbo;
2445 long prev_time, frames; /* Performance tracking */
2446 unsigned int vSyncCounter;
2448 struct wined3d_context **context;
2449 unsigned int num_contexts;
2451 HWND win_handle;
2454 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2455 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2457 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2458 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2459 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2460 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2461 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2462 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2463 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2464 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2465 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2466 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2467 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2468 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2469 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2470 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2471 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2472 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2473 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2474 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2475 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2476 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2477 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2479 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2480 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2481 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2482 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2483 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2485 #define DEFAULT_REFRESH_RATE 0
2487 /*****************************************************************************
2488 * Utility function prototypes
2491 /* Trace routines */
2492 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2493 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2494 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2495 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2496 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2497 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2498 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2499 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2500 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2501 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2502 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2503 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2504 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2505 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2506 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2507 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2508 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2509 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2510 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2511 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2512 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2514 /* Routines for GL <-> D3D values */
2515 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2516 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2517 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2518 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2519 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2520 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2521 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2522 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2523 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2524 struct wined3d_context *context) DECLSPEC_HIDDEN;
2525 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2526 struct wined3d_context *context) DECLSPEC_HIDDEN;
2527 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2528 struct wined3d_context *context) DECLSPEC_HIDDEN;
2529 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2530 struct wined3d_context *context) DECLSPEC_HIDDEN;
2531 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2532 struct wined3d_context *context) DECLSPEC_HIDDEN;
2533 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2534 struct wined3d_context *context) DECLSPEC_HIDDEN;
2535 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2536 struct wined3d_context *context) DECLSPEC_HIDDEN;
2537 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2538 struct wined3d_context *context) DECLSPEC_HIDDEN;
2540 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2541 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2542 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2543 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2544 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2545 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2546 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2547 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2549 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2550 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2551 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2552 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2554 /* Math utils */
2555 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2556 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2557 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2559 const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
2560 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2561 const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
2562 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2563 const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
2564 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2565 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2567 typedef struct local_constant {
2568 struct list entry;
2569 unsigned int idx;
2570 DWORD value[4];
2571 } local_constant;
2573 typedef struct SHADER_LIMITS {
2574 unsigned int temporary;
2575 unsigned int texcoord;
2576 unsigned int sampler;
2577 unsigned int constant_int;
2578 unsigned int constant_float;
2579 unsigned int constant_bool;
2580 unsigned int address;
2581 unsigned int packed_output;
2582 unsigned int packed_input;
2583 unsigned int attributes;
2584 unsigned int label;
2585 } SHADER_LIMITS;
2587 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2588 * maintain state information between multiple codes */
2589 typedef struct SHADER_PARSE_STATE {
2590 unsigned int current_row;
2591 DWORD texcoord_w[2];
2592 } SHADER_PARSE_STATE;
2594 #ifdef __GNUC__
2595 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2596 #else
2597 #define PRINTF_ATTR(fmt,args)
2598 #endif
2600 /* Base Shader utility functions. */
2601 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2602 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2604 /* Vertex shader utility functions */
2605 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2606 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2608 /*****************************************************************************
2609 * IDirect3DBaseShader implementation structure
2611 typedef struct IWineD3DBaseShaderClass
2613 LONG ref;
2614 SHADER_LIMITS limits;
2615 SHADER_PARSE_STATE parse_state;
2616 DWORD *function;
2617 UINT functionLength;
2618 UINT cur_loop_depth, cur_loop_regno;
2619 BOOL load_local_constsF;
2620 const struct wined3d_shader_frontend *frontend;
2621 void *frontend_data;
2622 void *backend_data;
2624 IUnknown *parent;
2625 const struct wined3d_parent_ops *parent_ops;
2627 /* Programs this shader is linked with */
2628 struct list linked_programs;
2630 /* Immediate constants (override global ones) */
2631 struct list constantsB;
2632 struct list constantsF;
2633 struct list constantsI;
2634 shader_reg_maps reg_maps;
2636 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2637 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2639 /* Pointer to the parent device */
2640 IWineD3DDevice *device;
2641 struct list shader_list_entry;
2643 } IWineD3DBaseShaderClass;
2645 typedef struct IWineD3DBaseShaderImpl {
2646 /* IUnknown */
2647 const IWineD3DBaseShaderVtbl *lpVtbl;
2649 /* IWineD3DBaseShader */
2650 IWineD3DBaseShaderClass baseShader;
2651 } IWineD3DBaseShaderImpl;
2653 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2654 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2655 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2656 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2657 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2658 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2659 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2660 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2661 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2662 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2663 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2665 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2667 return type == WINED3D_SHADER_TYPE_PIXEL;
2670 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2672 return type == WINED3D_SHADER_TYPE_VERTEX;
2675 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2677 switch (reg->type)
2679 case WINED3DSPR_RASTOUT:
2680 /* oFog & oPts */
2681 if (reg->idx != 0) return TRUE;
2682 /* oPos */
2683 return FALSE;
2685 case WINED3DSPR_DEPTHOUT: /* oDepth */
2686 case WINED3DSPR_CONSTBOOL: /* b# */
2687 case WINED3DSPR_LOOP: /* aL */
2688 case WINED3DSPR_PREDICATE: /* p0 */
2689 return TRUE;
2691 case WINED3DSPR_MISCTYPE:
2692 switch(reg->idx)
2694 case 0: /* vPos */
2695 return FALSE;
2696 case 1: /* vFace */
2697 return TRUE;
2698 default:
2699 return FALSE;
2702 case WINED3DSPR_IMMCONST:
2703 switch(reg->immconst_type)
2705 case WINED3D_IMMCONST_FLOAT:
2706 return TRUE;
2707 default:
2708 return FALSE;
2711 default:
2712 return FALSE;
2716 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2717 local_constant* lconst;
2719 if(This->baseShader.load_local_constsF) return FALSE;
2720 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2721 if(lconst->idx == reg) return TRUE;
2723 return FALSE;
2727 /*****************************************************************************
2728 * IDirect3DVertexShader implementation structures
2730 typedef struct IWineD3DVertexShaderImpl {
2731 /* IUnknown parts */
2732 const IWineD3DVertexShaderVtbl *lpVtbl;
2734 /* IWineD3DBaseShader */
2735 IWineD3DBaseShaderClass baseShader;
2737 /* Vertex shader attributes. */
2738 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2740 UINT min_rel_offset, max_rel_offset;
2741 UINT rel_offset;
2742 } IWineD3DVertexShaderImpl;
2744 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2745 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2746 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2747 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2748 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2750 struct wined3d_geometryshader
2752 const struct IWineD3DGeometryShaderVtbl *vtbl;
2753 IWineD3DBaseShaderClass base_shader;
2756 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2757 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2758 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2760 /*****************************************************************************
2761 * IDirect3DPixelShader implementation structure
2764 /* Using additional shader constants (uniforms in GLSL / program environment
2765 * or local parameters in ARB) is costly:
2766 * ARB only knows float4 parameters and GLSL compiler are not really smart
2767 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2768 * (in fact most compilers map a float2 to a full float4 uniform).
2770 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2771 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2772 * into a single shader constant (uniform / program parameter).
2774 * This structure is shared between the GLSL and the ARB backend.*/
2775 struct ps_np2fixup_info {
2776 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2777 WORD active; /* bitfield indicating if we can apply the fixup */
2778 WORD num_consts;
2781 typedef struct IWineD3DPixelShaderImpl {
2782 /* IUnknown parts */
2783 const IWineD3DPixelShaderVtbl *lpVtbl;
2785 /* IWineD3DBaseShader */
2786 IWineD3DBaseShaderClass baseShader;
2788 /* Pixel shader input semantics */
2789 DWORD input_reg_map[MAX_REG_INPUT];
2790 BOOL input_reg_used[MAX_REG_INPUT];
2791 unsigned int declared_in_count;
2793 /* Some information about the shader behavior */
2794 char vpos_uniform;
2796 BOOL color0_mov;
2797 DWORD color0_reg;
2799 } IWineD3DPixelShaderImpl;
2801 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2802 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2803 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2804 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2805 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2806 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2807 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2809 /* sRGB correction constants */
2810 static const float srgb_cmp = 0.0031308f;
2811 static const float srgb_mul_low = 12.92f;
2812 static const float srgb_pow = 0.41666f;
2813 static const float srgb_mul_high = 1.055f;
2814 static const float srgb_sub_high = 0.055f;
2816 /*****************************************************************************
2817 * IWineD3DPalette implementation structure
2819 struct IWineD3DPaletteImpl {
2820 /* IUnknown parts */
2821 const IWineD3DPaletteVtbl *lpVtbl;
2822 LONG ref;
2824 IUnknown *parent;
2825 IWineD3DDeviceImpl *device;
2827 /* IWineD3DPalette */
2828 HPALETTE hpal;
2829 WORD palVersion; /*| */
2830 WORD palNumEntries; /*| LOGPALETTE */
2831 PALETTEENTRY palents[256]; /*| */
2832 /* This is to store the palette in 'screen format' */
2833 int screen_palents[256];
2834 DWORD Flags;
2837 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2838 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2840 /* DirectDraw utility functions */
2841 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2843 /*****************************************************************************
2844 * Pixel format management
2847 /* WineD3D pixel format flags */
2848 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2849 #define WINED3DFMT_FLAG_FILTERING 0x2
2850 #define WINED3DFMT_FLAG_DEPTH 0x4
2851 #define WINED3DFMT_FLAG_STENCIL 0x8
2852 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2853 #define WINED3DFMT_FLAG_FOURCC 0x20
2854 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2855 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2856 #define WINED3DFMT_FLAG_GETDC 0x100
2858 struct GlPixelFormatDesc
2860 WINED3DFORMAT format;
2861 DWORD red_mask;
2862 DWORD green_mask;
2863 DWORD blue_mask;
2864 DWORD alpha_mask;
2865 UINT byte_count;
2866 WORD depth_size;
2867 WORD stencil_size;
2869 UINT block_width;
2870 UINT block_height;
2871 UINT block_byte_count;
2873 enum wined3d_ffp_emit_idx emit_idx;
2874 GLint component_count;
2875 GLenum gl_vtx_type;
2876 GLint gl_vtx_format;
2877 GLboolean gl_normalized;
2878 unsigned int component_size;
2880 GLint glInternal;
2881 GLint glGammaInternal;
2882 GLint rtInternal;
2883 GLint glFormat;
2884 GLint glType;
2885 unsigned int Flags;
2886 float heightscale;
2887 struct color_fixup_desc color_fixup;
2890 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2891 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2893 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2895 /* Check stateblock->vertexDecl to allow this to be used from
2896 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2897 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2898 * style strided data. */
2899 return (stateblock->vertexShader
2900 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2901 && stateblock->device->vs_selected_mode != SHADER_NONE);
2904 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2906 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
2909 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2910 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2911 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2913 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2914 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2916 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
2917 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
2918 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
2920 #endif