2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "d3d9types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
68 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
69 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
70 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
71 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
72 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
74 typedef enum _WINELOOKUP
{
75 WINELOOKUP_WARPPARAM
= 0,
76 WINELOOKUP_MAGFILTER
= 1,
80 extern int minLookup
[MAX_LOOKUPS
];
81 extern int maxLookup
[MAX_LOOKUPS
];
82 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
84 extern DWORD minMipLookup
[D3DTEXF_ANISOTROPIC
+ 1][D3DTEXF_LINEAR
+ 1];
86 typedef struct _WINED3DGLTYPE
{
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
95 static WINED3DGLTYPE
const glTypeLookup
[D3DDECLTYPE_UNUSED
] = {
96 {D3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
97 {D3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
98 {D3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
99 {D3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
100 {D3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
101 {D3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
102 {D3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
103 {D3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
104 {D3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
105 {D3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
106 {D3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
107 {D3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
108 {D3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
109 {D3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
110 {D3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
138 #define SHADER_GLSL 2
139 #define SHADER_NONE 3
141 #define RTL_DISABLE -1
143 #define RTL_READDRAW 1
144 #define RTL_READTEX 2
145 #define RTL_TEXDRAW 3
148 typedef struct wined3d_settings_s
{
149 /* vertex and pixel shader modes */
153 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
154 we should use it. However, until it's fully implemented, we'll leave it as a registry
155 setting for developers. */
157 int vs_selected_mode
;
158 int ps_selected_mode
;
159 /* nonpower 2 function */
161 int rendertargetlock_mode
;
162 } wined3d_settings_t
;
164 extern wined3d_settings_t wined3d_settings
;
168 extern void (*wine_tsx11_lock_ptr
)(void);
169 extern void (*wine_tsx11_unlock_ptr
)(void);
171 /* As GLX relies on X, this is needed */
175 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
176 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
178 #define ENTER_GL() wine_tsx11_lock_ptr()
179 #define LEAVE_GL() wine_tsx11_unlock_ptr()
182 /*****************************************************************************
186 /* GL related defines */
187 /* ------------------ */
188 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
189 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
190 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
191 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
193 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
194 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
195 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
196 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
198 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
199 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
200 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
201 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
203 #define D3DCOLORTOGLFLOAT4(dw, vec) \
204 (vec)[0] = D3DCOLOR_R(dw); \
205 (vec)[1] = D3DCOLOR_G(dw); \
206 (vec)[2] = D3DCOLOR_B(dw); \
207 (vec)[3] = D3DCOLOR_A(dw);
209 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
211 /* DirectX Device Limits */
212 /* --------------------- */
213 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
215 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
216 See MaxStreams in MSDN under GetDeviceCaps */
217 /* Maximum number of constants provided to the shaders */
218 #define HIGHEST_TRANSFORMSTATE 512
219 /* Highest value in D3DTRANSFORMSTATETYPE */
220 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
222 #define MAX_PALETTES 256
224 /* Checking of API calls */
225 /* --------------------- */
226 #define checkGLcall(A) \
228 GLint err = glGetError(); \
229 if (err == GL_NO_ERROR) { \
230 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
233 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
234 err, A, __FILE__, __LINE__); \
235 err = glGetError(); \
236 } while (err != GL_NO_ERROR); \
239 /* Trace routines / diagnostics */
240 /* ---------------------------- */
242 /* Dump out a matrix and copy it */
243 #define conv_mat(mat,gl_mat) \
245 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
246 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
247 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
248 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
249 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
252 /* Macro to dump out the current state of the light chain */
253 #define DUMP_LIGHT_CHAIN() \
255 PLIGHTINFOEL *el = This->stateBlock->lights;\
257 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
262 /* Trace vector and strided data information */
263 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
264 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
266 /* Defines used for optimizations */
268 /* Only reapply what is necessary */
269 #define REAPPLY_ALPHAOP 0x0001
270 #define REAPPLY_ALL 0xFFFF
272 /* Advance declaration of structures to satisfy compiler */
273 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
274 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
275 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
279 /* TODO: Move some of this to the device */
280 long globalChangeGlRam(long glram
);
282 /* Memory and object tracking */
284 /*Structure for holding information on all direct3d objects
285 useful for making sure tracking is ok and when release is called on a device!
286 and probably quite handy for debugging and dumping states out
288 typedef struct WineD3DGlobalStatistics
{
289 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
290 } WineD3DGlobalStatistics
;
292 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
294 /* Global variables */
295 extern const float identity
[16];
297 /*****************************************************************************
298 * Compilable extra diagnostics
301 /* Trace information per-vertex: (extremely high amount of trace) */
302 #if 0 /* NOTE: Must be 0 in cvs */
303 # define VTRACE(A) TRACE A
308 /* Checking of per-vertex related GL calls */
309 /* --------------------- */
310 #define vcheckGLcall(A) \
312 GLint err = glGetError(); \
313 if (err == GL_NO_ERROR) { \
314 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
317 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
318 err, A, __FILE__, __LINE__); \
319 err = glGetError(); \
320 } while (err != GL_NO_ERROR); \
323 /* TODO: Confirm each of these works when wined3d move completed */
324 #if 0 /* NOTE: Must be 0 in cvs */
325 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
326 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
327 is enabled, and if it doesn't exists it is disabled. */
328 # define FRAME_DEBUGGING
329 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
330 the file is deleted */
331 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
332 # define SINGLE_FRAME_DEBUGGING
334 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
335 It can only be enabled when FRAME_DEBUGGING is also enabled
336 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
338 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
339 # define SHOW_FRAME_MAKEUP 1
341 /* The following, when enabled, lets you see the makeup of the all the textures used during each
342 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
343 The contents of the textures assigned to each stage are written into
344 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
345 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
346 # define SHOW_TEXTURE_MAKEUP 0
349 extern BOOL isDumpingFrames
;
350 extern LONG primCounter
;
353 /*****************************************************************************
357 /* Routine common to the draw primitive and draw indexed primitive routines */
358 void drawPrimitive(IWineD3DDevice
*iface
,
362 long StartVertexIndex
,
363 UINT numberOfVertices
,
368 WineDirect3DVertexStridedData
*DrawPrimStrideData
);
370 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, LONG BaseVertexIndex
, BOOL
*fixup
);
372 void primitiveDeclarationConvertToStridedData(
373 IWineD3DDevice
*iface
,
374 BOOL useVertexShaderFunction
,
375 WineDirect3DVertexStridedData
*strided
,
376 LONG BaseVertexIndex
,
379 void primitiveConvertFVFtoOffset(DWORD thisFVF
,
382 WineDirect3DVertexStridedData
*strided
,
385 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
389 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
390 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
392 /* Routine to fill gl caps for swapchains and IWineD3D */
393 BOOL
IWineD3DImpl_FillGLCaps(IWineD3D
*iface
, Display
* display
);
395 /*****************************************************************************
396 * Internal representation of a light
398 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
399 struct PLIGHTINFOEL
{
400 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
407 /* Converted parms to speed up swapping lights */
417 /* The default light parameters */
418 extern const WINED3DLIGHT WINED3D_default_light
;
420 /*****************************************************************************
421 * IWineD3D implementation structure
423 typedef struct IWineD3DImpl
425 /* IUnknown fields */
426 const IWineD3DVtbl
*lpVtbl
;
427 LONG ref
; /* Note: Ref counting not required */
429 /* WineD3D Information */
435 WineD3D_GL_Info gl_info
;
438 extern const IWineD3DVtbl IWineD3D_Vtbl
;
440 /** Hacked out start of a context manager!! **/
441 typedef struct glContext
{
448 IWineD3DSurface
*pSurface
;
449 #if 0 /* TODO: someway to represent the state of the context */
450 IWineD3DStateBlock
*pStateBlock
;
452 /* a few other things like format */
455 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
456 (since it will break quite a few things until contexts are managed properly!) */
457 extern BOOL pbuffer_support
;
458 /* allocate one pbuffer per surface */
459 extern BOOL pbuffer_per_surface
;
461 /* Maximum number of contexts/pbuffers to keep in cache,
462 set to 100 because ATI's drivers don't support deleting pBuffers properly
463 this needs to be migrated to a list and some option availalbe for controle the cache size.
465 #define CONTEXT_CACHE 100
467 typedef struct ResourceList
{
468 IWineD3DResource
*resource
;
469 struct ResourceList
*next
;
472 /* A helper function that dumps a resource list */
473 void dumpResources(ResourceList
*resources
);
475 /*****************************************************************************
476 * IWineD3DDevice implementation structure
478 typedef struct IWineD3DDeviceImpl
480 /* IUnknown fields */
481 const IWineD3DDeviceVtbl
*lpVtbl
;
482 LONG ref
; /* Note: Ref counting not required */
484 /* WineD3D Information */
488 /* X and GL Information */
489 GLint maxConcurrentLights
;
492 BOOL modelview_valid
;
494 BOOL view_ident
; /* true iff view matrix is identity */
495 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
496 BOOL viewport_changed
; /* Was the viewport changed since the last draw? */
497 GLenum tracking_parm
; /* Which source is tracking current colour */
498 LONG tracking_color
; /* used iff GL_COLOR_MATERIAL was enabled */
499 #define DISABLED_TRACKING 0 /* Disabled */
500 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
501 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
502 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
506 BOOL texture_shader_active
; /* TODO: Confirm use is correct */
507 BOOL last_was_notclipped
;
509 /* State block related */
510 BOOL isRecordingState
;
511 IWineD3DStateBlockImpl
*stateBlock
;
512 IWineD3DStateBlockImpl
*updateStateBlock
;
514 /* Internal use fields */
515 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
519 IWineD3DSwapChain
**swapchains
;
520 uint NumberOfSwapChains
;
522 ResourceList
*resources
; /* a linked list to track resources created by the device */
524 /* Render Target Support */
525 IWineD3DSurface
*depthStencilBuffer
;
527 IWineD3DSurface
*renderTarget
;
528 IWineD3DSurface
*stencilBufferTarget
;
530 /* palettes texture management */
531 PALETTEENTRY palettes
[MAX_PALETTES
][256];
534 /* For rendering to a texture using glCopyTexImage */
535 BOOL renderUpsideDown
;
537 /* Cursor management */
543 IWineD3DSurface
*mouseCursor
;
545 /* Textures for when no other textures are mapped */
546 UINT dummyTextureName
[MAX_TEXTURES
];
548 /* Debug stream management */
551 /* Device state management */
553 BOOL d3d_initialized
;
555 /* Screen buffer resources */
556 glContext contextCache
[CONTEXT_CACHE
];
558 /* A flag to check if endscene has been called before changing the render tartet */
561 /* process vertex shaders using software or hardware */
562 BOOL softwareVertexProcessing
;
564 /* DirectDraw stuff */
566 IWineD3DSurface
*ddraw_primary
;
567 DWORD ddraw_width
, ddraw_height
;
568 WINED3DFORMAT ddraw_format
;
570 /* List of GLSL shader programs and their associated vertex & pixel shaders */
571 struct list glsl_shader_progs
;
573 } IWineD3DDeviceImpl
;
575 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
577 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
578 * anybody uses it for much so a good implementation is optional. */
579 typedef struct PrivateData
581 struct PrivateData
* next
;
584 DWORD flags
; /* DDSPD_* */
585 DWORD uniqueness_value
;
596 void d3ddevice_set_ortho(IWineD3DDeviceImpl
*This
);
598 /*****************************************************************************
599 * IWineD3DResource implementation structure
601 typedef struct IWineD3DResourceClass
603 /* IUnknown fields */
604 LONG ref
; /* Note: Ref counting not required */
606 /* WineD3DResource Information */
608 WINED3DRESOURCETYPE resourceType
;
609 IWineD3DDeviceImpl
*wineD3DDevice
;
613 WINED3DFORMAT format
;
614 BYTE
*allocatedMemory
;
615 PrivateData
*privateData
;
617 } IWineD3DResourceClass
;
619 typedef struct IWineD3DResourceImpl
621 /* IUnknown & WineD3DResource Information */
622 const IWineD3DResourceVtbl
*lpVtbl
;
623 IWineD3DResourceClass resource
;
624 } IWineD3DResourceImpl
;
627 /*****************************************************************************
628 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
630 typedef struct IWineD3DVertexBufferImpl
632 /* IUnknown & WineD3DResource Information */
633 const IWineD3DVertexBufferVtbl
*lpVtbl
;
634 IWineD3DResourceClass resource
;
636 /* WineD3DVertexBuffer specifics */
639 /* Vertex buffer object support */
644 UINT dirtystart
, dirtyend
;
647 /* Last description of the buffer */
648 WineDirect3DVertexStridedData strided
;
649 } IWineD3DVertexBufferImpl
;
651 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
653 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
654 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
655 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
656 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
657 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
658 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
660 /*****************************************************************************
661 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
663 typedef struct IWineD3DIndexBufferImpl
665 /* IUnknown & WineD3DResource Information */
666 const IWineD3DIndexBufferVtbl
*lpVtbl
;
667 IWineD3DResourceClass resource
;
669 /* WineD3DVertexBuffer specifics */
670 } IWineD3DIndexBufferImpl
;
672 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
674 /*****************************************************************************
675 * IWineD3DBaseTexture D3D- > openGL state map lookups
677 #define WINED3DFUNC_NOTSUPPORTED -2
678 #define WINED3DFUNC_UNIMPLEMENTED -1
680 typedef enum winetexturestates
{
681 WINED3DTEXSTA_ADDRESSU
= 0,
682 WINED3DTEXSTA_ADDRESSV
= 1,
683 WINED3DTEXSTA_ADDRESSW
= 2,
684 WINED3DTEXSTA_BORDERCOLOR
= 3,
685 WINED3DTEXSTA_MAGFILTER
= 4,
686 WINED3DTEXSTA_MINFILTER
= 5,
687 WINED3DTEXSTA_MIPFILTER
= 6,
688 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
689 WINED3DTEXSTA_MAXANISOTROPY
= 8,
690 WINED3DTEXSTA_SRGBTEXTURE
= 9,
691 WINED3DTEXSTA_ELEMENTINDEX
= 10,
692 WINED3DTEXSTA_DMAPOFFSET
= 11,
693 WINED3DTEXSTA_TSSADDRESSW
= 12,
694 MAX_WINETEXTURESTATES
= 13,
697 typedef struct Wined3dTextureStateMap
{
700 } Wined3dTextureStateMap
;
702 /*****************************************************************************
703 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
705 typedef struct IWineD3DBaseTextureClass
713 WINED3DTEXTUREFILTERTYPE filterType
;
714 DWORD states
[MAX_WINETEXTURESTATES
];
716 } IWineD3DBaseTextureClass
;
718 typedef struct IWineD3DBaseTextureImpl
720 /* IUnknown & WineD3DResource Information */
721 const IWineD3DBaseTextureVtbl
*lpVtbl
;
722 IWineD3DResourceClass resource
;
723 IWineD3DBaseTextureClass baseTexture
;
725 } IWineD3DBaseTextureImpl
;
727 /*****************************************************************************
728 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
730 typedef struct IWineD3DTextureImpl
732 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
733 const IWineD3DTextureVtbl
*lpVtbl
;
734 IWineD3DResourceClass resource
;
735 IWineD3DBaseTextureClass baseTexture
;
737 /* IWineD3DTexture */
738 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
742 float pow2scalingFactorX
;
743 float pow2scalingFactorY
;
745 } IWineD3DTextureImpl
;
747 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
749 /*****************************************************************************
750 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
752 typedef struct IWineD3DCubeTextureImpl
754 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
755 const IWineD3DCubeTextureVtbl
*lpVtbl
;
756 IWineD3DResourceClass resource
;
757 IWineD3DBaseTextureClass baseTexture
;
759 /* IWineD3DCubeTexture */
760 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
763 float pow2scalingFactor
;
765 } IWineD3DCubeTextureImpl
;
767 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
769 typedef struct _WINED3DVOLUMET_DESC
774 } WINED3DVOLUMET_DESC
;
776 /*****************************************************************************
777 * IWineD3DVolume implementation structure (extends IUnknown)
779 typedef struct IWineD3DVolumeImpl
781 /* IUnknown & WineD3DResource fields */
782 const IWineD3DVolumeVtbl
*lpVtbl
;
783 IWineD3DResourceClass resource
;
785 /* WineD3DVolume Information */
786 WINED3DVOLUMET_DESC currentDesc
;
787 IWineD3DBase
*container
;
792 WINED3DBOX lockedBox
;
797 } IWineD3DVolumeImpl
;
799 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
801 /*****************************************************************************
802 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
804 typedef struct IWineD3DVolumeTextureImpl
806 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
807 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
808 IWineD3DResourceClass resource
;
809 IWineD3DBaseTextureClass baseTexture
;
811 /* IWineD3DVolumeTexture */
812 IWineD3DVolume
*volumes
[MAX_LEVELS
];
817 } IWineD3DVolumeTextureImpl
;
819 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
821 typedef struct _WINED3DSURFACET_DESC
823 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
824 DWORD MultiSampleQuality
;
827 } WINED3DSURFACET_DESC
;
829 /*****************************************************************************
830 * Structure for DIB Surfaces (GetDC and GDI surfaces)
832 typedef struct wineD3DSurface_DIB
{
837 } wineD3DSurface_DIB
;
839 /*****************************************************************************
840 * IWineD3DSurface implementation structure
842 struct IWineD3DSurfaceImpl
844 /* IUnknown & IWineD3DResource Information */
845 const IWineD3DSurfaceVtbl
*lpVtbl
;
846 IWineD3DResourceClass resource
;
848 /* IWineD3DSurface fields */
849 IWineD3DBase
*container
;
850 WINED3DSURFACET_DESC currentDesc
;
851 IWineD3DPaletteImpl
*palette
;
856 /* TODO: move this off into a management class(maybe!) */
863 /* Oversized texture */
867 /* precalculated x and y scalings for texture coords */
868 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
869 float pow2scalingFactorY
; /* = (Height / pow2Height) */
875 glDescriptor glDescription
;
878 wineD3DSurface_DIB dib
;
881 /* Color keys for DDraw */
882 DDCOLORKEY DestBltCKey
;
883 DDCOLORKEY DestOverlayCKey
;
884 DDCOLORKEY SrcOverlayCKey
;
885 DDCOLORKEY SrcBltCKey
;
890 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
891 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
893 /* Predeclare the shared Surface functions */
894 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
895 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
896 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
897 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
898 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
899 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
900 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
901 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
902 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
903 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
904 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
905 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
906 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface
* iface
, IUnknown
**ppContainerParent
);
907 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
908 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
909 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
910 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
911 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
912 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
913 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
914 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
915 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
916 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, DDCOLORKEY
*CKey
);
917 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
918 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
919 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
920 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface
*iface
, BOOL inPBuffer
, BOOL inTexture
);
921 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
922 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
923 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
924 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
925 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, DDBLTFX
*DDBltFx
);
926 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
927 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
928 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
929 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
930 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
931 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
934 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
935 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
936 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
937 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
938 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
939 #define SFLAG_DISCARD 0x00000020 /* ??? */
940 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
941 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
942 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
943 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
944 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
945 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
946 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
947 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
948 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
949 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
950 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
953 /* In some conditions the surface memory must not be freed:
954 * SFLAG_OVERSIZE: Not all data can be kept in GL
955 * SFLAG_CONVERTED: Converting the data back would take too long
956 * SFLAG_DIBSECTION: The dib code manages the memory
957 * SFLAG_DIRTY: GL surface isn't up to date
958 * SFLAG_LOCKED: The app requires access to the surface data
959 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
960 * SFLAG_DYNLOCK: Avoid freeing the data for performance
961 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
963 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
972 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
974 /*****************************************************************************
975 * IWineD3DVertexDeclaration implementation structure
977 typedef struct IWineD3DVertexDeclarationImpl
{
978 /* IUnknown Information */
979 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
980 LONG ref
; /* Note: Ref counting not required */
983 /** precomputed fvf if simple declaration */
984 IWineD3DDeviceImpl
*wineD3DDevice
;
985 DWORD fvf
[MAX_STREAMS
];
988 /** dx8 compatible Declaration fields */
989 DWORD
* pDeclaration8
;
990 DWORD declaration8Length
;
993 D3DVERTEXELEMENT9
*pDeclaration9
;
994 UINT declaration9NumElements
;
996 WINED3DVERTEXELEMENT
*pDeclarationWine
;
997 UINT declarationWNumElements
;
1001 } IWineD3DVertexDeclarationImpl
;
1003 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1005 /*****************************************************************************
1006 * IWineD3DStateBlock implementation structure
1009 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1010 /* Note: Very long winded but gl Lists are not flexible enough */
1011 /* to resolve everything we need, so doing it manually for now */
1012 typedef struct SAVEDSTATES
{
1016 BOOL streamSource
[MAX_STREAMS
];
1017 BOOL streamFreq
[MAX_STREAMS
];
1018 BOOL textures
[MAX_SAMPLERS
];
1019 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1021 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1022 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1023 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1024 BOOL clipplane
[MAX_CLIPPLANES
];
1027 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1028 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1029 BOOL
*pixelShaderConstantsF
;
1031 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1032 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1033 BOOL
*vertexShaderConstantsF
;
1036 struct IWineD3DStateBlockImpl
1038 /* IUnknown fields */
1039 const IWineD3DStateBlockVtbl
*lpVtbl
;
1040 LONG ref
; /* Note: Ref counting not required */
1042 /* IWineD3DStateBlock information */
1044 IWineD3DDeviceImpl
*wineD3DDevice
;
1045 WINED3DSTATEBLOCKTYPE blockType
;
1047 /* Array indicating whether things have been set or changed */
1048 SAVEDSTATES changed
;
1051 /* Drawing - Vertex Shader or FVF related */
1053 /* Vertex Shader Declaration */
1054 IWineD3DVertexDeclaration
*vertexDecl
;
1056 IWineD3DVertexShader
*vertexShader
;
1058 /* Vertex Shader Constants */
1059 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1060 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1061 float *vertexShaderConstantF
;
1065 UINT streamStride
[MAX_STREAMS
];
1066 UINT streamOffset
[MAX_STREAMS
];
1067 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1068 UINT streamFreq
[MAX_STREAMS
];
1069 UINT streamFlags
[MAX_STREAMS
]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1072 IWineD3DIndexBuffer
* pIndexData
;
1073 UINT baseVertexIndex
; /* Note: only used for d3d8 */
1076 D3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1079 PLIGHTINFOEL
*lights
; /* NOTE: active GL lights must be front of the chain */
1082 double clipplane
[MAX_CLIPPLANES
][4];
1083 WINED3DCLIPSTATUS clip_status
;
1086 WINED3DVIEWPORT viewport
;
1089 WINED3DMATERIAL material
;
1092 IWineD3DPixelShader
*pixelShader
;
1094 /* Pixel Shader Constants */
1095 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1096 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1097 float *pixelShaderConstantF
;
1099 /* Indexed Vertex Blending */
1100 D3DVERTEXBLENDFLAGS vertex_blend
;
1104 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1107 IWineD3DBaseTexture
*textures
[MAX_SAMPLERS
];
1108 int textureDimensions
[MAX_SAMPLERS
];
1110 /* Texture State Stage */
1111 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1112 /* Sampler States */
1113 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1115 /* Current GLSL Shader Program */
1116 GLhandleARB shaderPrgId
;
1119 extern void stateblock_savedstates_set(
1120 IWineD3DStateBlock
* iface
,
1121 SAVEDSTATES
* states
,
1124 extern void stateblock_savedstates_copy(
1125 IWineD3DStateBlock
* iface
,
1127 SAVEDSTATES
* source
);
1129 extern void stateblock_copy(
1130 IWineD3DStateBlock
* destination
,
1131 IWineD3DStateBlock
* source
);
1133 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1135 /*****************************************************************************
1136 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1138 typedef struct IWineD3DQueryImpl
1140 const IWineD3DQueryVtbl
*lpVtbl
;
1141 LONG ref
; /* Note: Ref counting not required */
1144 /*TODO: replace with iface usage */
1146 IWineD3DDevice
*wineD3DDevice
;
1148 IWineD3DDeviceImpl
*wineD3DDevice
;
1150 /* IWineD3DQuery fields */
1153 /* TODO: Think about using a IUnknown instead of a void* */
1157 } IWineD3DQueryImpl
;
1159 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1161 /* Datastructures for IWineD3DQueryImpl.extendedData */
1162 typedef struct WineQueryOcclusionData
{
1164 } WineQueryOcclusionData
;
1167 /*****************************************************************************
1168 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1171 typedef struct IWineD3DSwapChainImpl
1174 IWineD3DSwapChainVtbl
*lpVtbl
;
1175 LONG ref
; /* Note: Ref counting not required */
1178 IWineD3DDeviceImpl
*wineD3DDevice
;
1180 /* IWineD3DSwapChain fields */
1181 IWineD3DSurface
**backBuffer
;
1182 IWineD3DSurface
*frontBuffer
;
1183 BOOL wantsDepthStencilBuffer
;
1184 D3DPRESENT_PARAMETERS presentParms
;
1186 /* TODO: move everything up to drawable off into a context manager
1187 and store the 'data' in the contextManagerData interface.
1188 IUnknown *contextManagerData;
1196 XVisualInfo
*visInfo
;
1197 GLXContext render_ctx
;
1198 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1200 } IWineD3DSwapChainImpl
;
1202 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1204 /*****************************************************************************
1205 * Utility function prototypes
1208 /* Trace routines */
1209 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1210 const char* debug_d3ddevicetype(D3DDEVTYPE devtype
);
1211 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1212 const char* debug_d3dusage(DWORD usage
);
1213 const char* debug_d3ddeclusage(BYTE usage
);
1214 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType
);
1215 const char* debug_d3drenderstate(DWORD state
);
1216 const char* debug_d3dsamplerstate(DWORD state
);
1217 const char* debug_d3dtexturestate(DWORD state
);
1218 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1219 const char* debug_d3dpool(WINED3DPOOL pool
);
1221 /* Routines for GL <-> D3D values */
1222 GLenum
StencilOp(DWORD op
);
1223 GLenum
StencilFunc(DWORD func
);
1224 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, D3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1225 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, D3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1226 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1228 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat
, D3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1231 void multiply_matrix(D3DMATRIX
*dest
, D3DMATRIX
*src1
, D3DMATRIX
*src2
);
1233 /*****************************************************************************
1234 * To enable calling of inherited functions, requires prototypes
1236 * Note: Only require classes which are subclassed, ie resource, basetexture,
1238 /*** IUnknown methods ***/
1239 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1240 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1241 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1242 /*** IWineD3DResource methods ***/
1243 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1244 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1245 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1246 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1247 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1248 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1249 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1250 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1251 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1252 /*** class static members ***/
1253 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1255 /*** IUnknown methods ***/
1256 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1257 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1258 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1259 /*** IWineD3DResource methods ***/
1260 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1261 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1262 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1263 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1264 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1265 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1266 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1267 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1268 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1269 /*** IWineD3DBaseTexture methods ***/
1270 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1271 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1272 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1273 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1274 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1275 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1276 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1277 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1279 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1280 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1281 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1282 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1283 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1284 /*** class static members ***/
1285 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1287 struct SHADER_OPCODE_ARG
;
1288 typedef void (*shader_fct_t
)();
1289 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1291 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1292 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1293 * used if the user is using GLSL shaders. */
1294 struct glsl_shader_prog_link
{
1296 GLhandleARB programId
;
1297 IWineD3DVertexShader
* vertexShader
;
1298 IWineD3DPixelShader
* pixelShader
;
1301 /* TODO: Make this dynamic, based on shader limits ? */
1302 #define MAX_REG_ADDR 1
1303 #define MAX_REG_TEMP 32
1304 #define MAX_REG_TEXCRD 8
1305 #define MAX_REG_INPUT 12
1306 #define MAX_REG_OUTPUT 12
1307 #define MAX_ATTRIBS 16
1308 #define MAX_CONST_I 16
1309 #define MAX_CONST_B 16
1311 /* FIXME: This needs to go up to 2048 for
1312 * Shader model 3 according to msdn (and for software shaders) */
1313 #define MAX_LABELS 16
1315 typedef struct semantic
{
1320 typedef struct local_constant
{
1326 typedef struct shader_reg_maps
{
1328 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1329 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1330 char address
[MAX_REG_ADDR
]; /* vertex */
1331 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1332 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1333 char attributes
[MAX_ATTRIBS
]; /* vertex */
1334 char labels
[MAX_LABELS
]; /* pixel, vertex */
1336 /* Sampler usage tokens
1337 * Use 0 as default (bit 31 is always 1 on a valid token) */
1338 DWORD samplers
[MAX_SAMPLERS
];
1340 /* Whether or not a loop is used in this shader */
1343 /* Whether or not this shader uses fog */
1348 #define SHADER_PGMSIZE 65535
1349 typedef struct SHADER_BUFFER
{
1352 unsigned int lineNo
;
1355 /* Undocumented opcode controls */
1356 #define INST_CONTROLS_SHIFT 16
1357 #define INST_CONTROLS_MASK 0x00ff0000
1359 typedef enum COMPARISON_TYPE
{
1368 typedef struct SHADER_OPCODE
{
1369 unsigned int opcode
;
1373 CONST UINT num_params
;
1374 shader_fct_t soft_fct
;
1375 SHADER_HANDLER hw_fct
;
1376 SHADER_HANDLER hw_glsl_fct
;
1381 typedef struct SHADER_OPCODE_ARG
{
1382 IWineD3DBaseShader
* shader
;
1383 shader_reg_maps
* reg_maps
;
1384 CONST SHADER_OPCODE
* opcode
;
1391 SHADER_BUFFER
* buffer
;
1392 } SHADER_OPCODE_ARG
;
1394 typedef struct SHADER_LIMITS
{
1395 unsigned int temporary
;
1396 unsigned int texcoord
;
1397 unsigned int sampler
;
1398 unsigned int constant_int
;
1399 unsigned int constant_float
;
1400 unsigned int constant_bool
;
1401 unsigned int address
;
1402 unsigned int packed_output
;
1403 unsigned int packed_input
;
1404 unsigned int attributes
;
1408 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1409 maintain state information between multiple codes */
1410 typedef struct SHADER_PARSE_STATE
{
1411 unsigned int current_row
;
1412 DWORD texcoord_w
[2];
1413 } SHADER_PARSE_STATE
;
1415 /* Base Shader utility functions.
1416 * (may move callers into the same file in the future) */
1417 extern int shader_addline(
1418 SHADER_BUFFER
* buffer
,
1419 const char* fmt
, ...);
1421 extern const SHADER_OPCODE
* shader_get_opcode(
1422 IWineD3DBaseShader
*iface
,
1425 extern void shader_delete_constant_list(
1426 struct list
* clist
);
1428 /* Vertex shader utility functions */
1429 extern BOOL
vshader_get_input(
1430 IWineD3DVertexShader
* iface
,
1431 BYTE usage_req
, BYTE usage_idx_req
,
1432 unsigned int* regnum
);
1434 extern BOOL
vshader_input_is_color(
1435 IWineD3DVertexShader
* iface
,
1436 unsigned int regnum
);
1438 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1440 /* ARB_[vertex/fragment]_program helper functions */
1441 extern void shader_arb_load_constants(
1442 IWineD3DStateBlock
* iface
,
1443 char usePixelShader
,
1444 char useVertexShader
);
1446 /* ARB shader program Prototypes */
1447 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1449 /* ARB pixel shader prototypes */
1450 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1451 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1452 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1453 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1454 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1455 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1456 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1457 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1458 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1459 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1460 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1461 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1462 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1463 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1465 /* ARB vertex shader prototypes */
1466 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1467 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1469 /* GLSL helper functions */
1470 extern void set_glsl_shader_program(IWineD3DDevice
*iface
);
1471 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1472 extern void shader_glsl_load_constants(
1473 IWineD3DStateBlock
* iface
,
1474 char usePixelShader
,
1475 char useVertexShader
);
1477 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1478 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1479 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1480 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1481 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1482 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1483 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1484 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1485 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1486 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1487 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1488 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1489 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1490 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1491 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1492 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1493 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1494 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1495 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1496 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1497 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1498 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1499 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1500 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1501 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1502 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1503 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1504 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1505 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1507 /** GLSL Pixel Shader Prototypes */
1508 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1509 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1510 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1511 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1512 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1513 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1514 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1515 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1516 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1517 extern void pshader_glsl_input_pack(
1518 SHADER_BUFFER
* buffer
,
1519 semantic
* semantics_out
);
1521 /** GLSL Vertex Shader Prototypes */
1522 extern void vshader_glsl_output_unpack(
1523 SHADER_BUFFER
* buffer
,
1524 semantic
* semantics_out
);
1526 /*****************************************************************************
1527 * IDirect3DBaseShader implementation structure
1529 typedef struct IWineD3DBaseShaderClass
1532 SHADER_LIMITS limits
;
1533 SHADER_PARSE_STATE parse_state
;
1534 CONST SHADER_OPCODE
*shader_ins
;
1535 CONST DWORD
*function
;
1536 UINT functionLength
;
1539 /* Type of shader backend */
1542 /* Immediate constants (override global ones) */
1543 struct list constantsB
;
1544 struct list constantsF
;
1545 struct list constantsI
;
1547 } IWineD3DBaseShaderClass
;
1549 typedef struct IWineD3DBaseShaderImpl
{
1551 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1554 /* IWineD3DBaseShader */
1555 IWineD3DBaseShaderClass baseShader
;
1556 } IWineD3DBaseShaderImpl
;
1558 extern HRESULT
shader_get_registers_used(
1559 IWineD3DBaseShader
*iface
,
1560 shader_reg_maps
* reg_maps
,
1561 semantic
* semantics_in
,
1562 semantic
* semantics_out
,
1563 CONST DWORD
* pToken
);
1565 extern void shader_generate_glsl_declarations(
1566 IWineD3DBaseShader
*iface
,
1567 shader_reg_maps
* reg_maps
,
1568 SHADER_BUFFER
* buffer
,
1569 WineD3D_GL_Info
* gl_info
);
1571 extern void shader_generate_arb_declarations(
1572 IWineD3DBaseShader
*iface
,
1573 shader_reg_maps
* reg_maps
,
1574 SHADER_BUFFER
* buffer
,
1575 WineD3D_GL_Info
* gl_info
);
1577 extern void shader_generate_main(
1578 IWineD3DBaseShader
*iface
,
1579 SHADER_BUFFER
* buffer
,
1580 shader_reg_maps
* reg_maps
,
1581 CONST DWORD
* pFunction
);
1583 extern void shader_dump_ins_modifiers(
1584 const DWORD output
);
1586 extern void shader_dump_param(
1587 IWineD3DBaseShader
*iface
,
1589 const DWORD addr_token
,
1592 extern void shader_trace_init(
1593 IWineD3DBaseShader
*iface
,
1594 const DWORD
* pFunction
);
1596 extern int shader_get_param(
1597 IWineD3DBaseShader
* iface
,
1598 const DWORD
* pToken
,
1602 extern int shader_skip_unrecognized(
1603 IWineD3DBaseShader
* iface
,
1604 const DWORD
* pToken
);
1606 extern void print_glsl_info_log(
1607 WineD3D_GL_Info
*gl_info
,
1610 inline static int shader_get_regtype(const DWORD param
) {
1611 return (((param
& D3DSP_REGTYPE_MASK
) >> D3DSP_REGTYPE_SHIFT
) |
1612 ((param
& D3DSP_REGTYPE_MASK2
) >> D3DSP_REGTYPE_SHIFT2
));
1615 extern unsigned int shader_get_float_offset(const DWORD reg
);
1617 inline static BOOL
shader_is_pshader_version(DWORD token
) {
1618 return 0xFFFF0000 == (token
& 0xFFFF0000);
1621 inline static BOOL
shader_is_vshader_version(DWORD token
) {
1622 return 0xFFFE0000 == (token
& 0xFFFF0000);
1625 inline static BOOL
shader_is_comment(DWORD token
) {
1626 return D3DSIO_COMMENT
== (token
& D3DSI_OPCODE_MASK
);
1629 /*****************************************************************************
1630 * IDirect3DVertexShader implementation structure
1632 typedef struct IWineD3DVertexShaderImpl
{
1634 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1635 LONG ref
; /* Note: Ref counting not required */
1637 /* IWineD3DBaseShader */
1638 IWineD3DBaseShaderClass baseShader
;
1640 /* IWineD3DVertexShaderImpl */
1642 IWineD3DDeviceImpl
*wineD3DDevice
;
1647 /* Vertex shader input and output semantics */
1648 semantic semantics_in
[MAX_ATTRIBS
];
1649 semantic semantics_out
[MAX_REG_OUTPUT
];
1651 /* run time datas... */
1653 IWineD3DVertexDeclaration
*vertexDeclaration
;
1654 #if 0 /* needs reworking */
1655 /* run time datas */
1656 VSHADERINPUTDATA input
;
1657 VSHADEROUTPUTDATA output
;
1659 } IWineD3DVertexShaderImpl
;
1660 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1661 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1663 /*****************************************************************************
1664 * IDirect3DPixelShader implementation structure
1666 typedef struct IWineD3DPixelShaderImpl
{
1667 /* IUnknown parts */
1668 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1669 LONG ref
; /* Note: Ref counting not required */
1671 /* IWineD3DBaseShader */
1672 IWineD3DBaseShaderClass baseShader
;
1674 /* IWineD3DPixelShaderImpl */
1676 IWineD3DDeviceImpl
*wineD3DDevice
;
1678 /* Pixel shader input semantics */
1679 semantic semantics_in
[MAX_REG_INPUT
];
1684 #if 0 /* needs reworking */
1685 PSHADERINPUTDATA input
;
1686 PSHADEROUTPUTDATA output
;
1688 } IWineD3DPixelShaderImpl
;
1690 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1691 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1693 /*****************************************************************************
1694 * IWineD3DPalette implementation structure
1696 struct IWineD3DPaletteImpl
{
1697 /* IUnknown parts */
1698 const IWineD3DPaletteVtbl
*lpVtbl
;
1702 IWineD3DDeviceImpl
*wineD3DDevice
;
1704 /* IWineD3DPalette */
1706 WORD palVersion
; /*| */
1707 WORD palNumEntries
; /*| LOGPALETTE */
1708 PALETTEENTRY palents
[256]; /*| */
1709 /* This is to store the palette in 'screen format' */
1710 int screen_palents
[256];
1714 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
1715 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
1717 /* DirectDraw utility functions */
1718 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
1720 /*****************************************************************************
1721 * Pixel format management
1724 WINED3DFORMAT format
;
1725 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
1728 GLint glInternal
, glFormat
, glType
;
1731 const PixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
);