wined3d: Add real occlusion query support.
[wine/gsoc_dplay.git] / dlls / wined3d / wined3d_private.h
blob1017c7704ec923ac9a8c3ea184a6873709c7e97c
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "ddraw.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
47 /* Device caps */
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,
77 MAX_LOOKUPS = 2
78 } WINELOOKUP;
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 {
87 int d3dType;
88 GLint size;
89 GLenum glType;
90 GLboolean normalized;
91 int typesize;
92 } 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
121 * Settings
123 #define VS_NONE 0
124 #define VS_HW 1
125 #define VS_SW 2
127 #define PS_NONE 0
128 #define PS_HW 1
130 #define VBO_NONE 0
131 #define VBO_HW 1
133 #define NP2_NONE 0
134 #define NP2_REPACK 1
136 #define SHADER_SW 0
137 #define SHADER_ARB 1
138 #define SHADER_GLSL 2
139 #define SHADER_NONE 3
141 #define RTL_DISABLE -1
142 #define RTL_AUTO 0
143 #define RTL_READDRAW 1
144 #define RTL_READTEX 2
145 #define RTL_TEXDRAW 3
146 #define RTL_TEXTEX 4
148 typedef struct wined3d_settings_s {
149 /* vertex and pixel shader modes */
150 int vs_mode;
151 int ps_mode;
152 int vbo_mode;
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. */
156 BOOL glslRequested;
157 int vs_selected_mode;
158 int ps_selected_mode;
159 /* nonpower 2 function */
160 int nonpower2_mode;
161 int rendertargetlock_mode;
162 } wined3d_settings_t;
164 extern wined3d_settings_t wined3d_settings;
166 /* X11 locking */
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 */
172 extern int num_lock;
174 #if 0
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()
177 #else
178 #define ENTER_GL() wine_tsx11_lock_ptr()
179 #define LEAVE_GL() wine_tsx11_unlock_ptr()
180 #endif
182 /*****************************************************************************
183 * Defines
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__); \
232 } else do { \
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) \
244 do { \
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)); \
250 } while (0)
252 /* Macro to dump out the current state of the light chain */
253 #define DUMP_LIGHT_CHAIN() \
255 PLIGHTINFOEL *el = This->stateBlock->lights;\
256 while (el) { \
257 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
258 el = el->next; \
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;
277 /* Tracking */
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
304 #else
305 # define VTRACE(A)
306 #endif
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__)); \
316 } else do { \
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
333 # endif
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
337 array is drawn. */
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
340 # endif
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
347 # endif
348 extern BOOL isOn;
349 extern BOOL isDumpingFrames;
350 extern LONG primCounter;
351 #endif
353 /*****************************************************************************
354 * Prototypes
357 /* Routine common to the draw primitive and draw indexed primitive routines */
358 void drawPrimitive(IWineD3DDevice *iface,
359 int PrimitiveType,
360 long NumPrimitives,
361 /* for Indexed: */
362 long StartVertexIndex,
363 UINT numberOfVertices,
364 long StartIdx,
365 short idxBytes,
366 const void *idxData,
367 int minIndex,
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,
377 BOOL *fixup);
379 void primitiveConvertFVFtoOffset(DWORD thisFVF,
380 DWORD stride,
381 BYTE *data,
382 WineDirect3DVertexStridedData *strided,
383 GLint streamVBO);
385 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
387 #define eps 1e-8
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 */
401 DWORD OriginalIndex;
402 LONG glIndex;
403 BOOL lightEnabled;
404 BOOL changed;
405 BOOL enabledChanged;
407 /* Converted parms to speed up swapping lights */
408 float lightPosn[4];
409 float lightDirn[4];
410 float exponent;
411 float cutoff;
413 PLIGHTINFOEL *next;
414 PLIGHTINFOEL *prev;
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 */
430 IUnknown *parent;
431 UINT dxVersion;
433 /* GL Information */
434 BOOL isGLInfoValid;
435 WineD3D_GL_Info gl_info;
436 } IWineD3DImpl;
438 extern const IWineD3DVtbl IWineD3D_Vtbl;
440 /** Hacked out start of a context manager!! **/
441 typedef struct glContext {
442 int Width;
443 int Height;
444 int usedcount;
445 GLXContext context;
447 Drawable drawable;
448 IWineD3DSurface *pSurface;
449 #if 0 /* TODO: someway to represent the state of the context */
450 IWineD3DStateBlock *pStateBlock;
451 #endif
452 /* a few other things like format */
453 } glContext;
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;
470 } ResourceList;
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 */
485 IUnknown *parent;
486 IWineD3D *wineD3D;
488 /* X and GL Information */
489 GLint maxConcurrentLights;
491 /* Optimization */
492 BOOL modelview_valid;
493 BOOL proj_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*/
503 UINT srcBlend;
504 UINT dstBlend;
505 UINT alphafunc;
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;
516 UINT adapterNo;
517 D3DDEVTYPE devType;
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];
532 UINT currentPalette;
534 /* For rendering to a texture using glCopyTexImage */
535 BOOL renderUpsideDown;
537 /* Cursor management */
538 BOOL bCursorVisible;
539 UINT xHotSpot;
540 UINT yHotSpot;
541 UINT xScreenSpace;
542 UINT yScreenSpace;
543 IWineD3DSurface *mouseCursor;
545 /* Textures for when no other textures are mapped */
546 UINT dummyTextureName[MAX_TEXTURES];
548 /* Debug stream management */
549 BOOL debug;
551 /* Device state management */
552 HRESULT state;
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 */
559 BOOL sceneEnded;
561 /* process vertex shaders using software or hardware */
562 BOOL softwareVertexProcessing;
564 /* DirectDraw stuff */
565 HWND ddraw_window;
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;
583 GUID tag;
584 DWORD flags; /* DDSPD_* */
585 DWORD uniqueness_value;
587 union
589 LPVOID data;
590 LPUNKNOWN object;
591 } ptr;
593 DWORD size;
594 } PrivateData;
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 */
607 IUnknown *parent;
608 WINED3DRESOURCETYPE resourceType;
609 IWineD3DDeviceImpl *wineD3DDevice;
610 WINED3DPOOL pool;
611 UINT size;
612 DWORD usage;
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 */
637 DWORD fvf;
639 /* Vertex buffer object support */
640 GLuint vbo;
641 BYTE Flags;
642 UINT stream;
644 UINT dirtystart, dirtyend;
645 LONG lockcount;
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,
695 } winetexturestates;
697 typedef struct Wined3dTextureStateMap {
698 CONST int state;
699 int function;
700 } Wined3dTextureStateMap;
702 /*****************************************************************************
703 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
705 typedef struct IWineD3DBaseTextureClass
707 UINT levels;
708 BOOL dirty;
709 D3DFORMAT format;
710 DWORD usage;
711 UINT textureName;
712 UINT LOD;
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];
740 UINT width;
741 UINT height;
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];
762 UINT edgeLength;
763 float pow2scalingFactor;
765 } IWineD3DCubeTextureImpl;
767 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
769 typedef struct _WINED3DVOLUMET_DESC
771 UINT Width;
772 UINT Height;
773 UINT Depth;
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;
788 UINT bytesPerPixel;
790 BOOL lockable;
791 BOOL locked;
792 WINED3DBOX lockedBox;
793 WINED3DBOX dirtyBox;
794 BOOL dirty;
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];
814 UINT width;
815 UINT height;
816 UINT depth;
817 } IWineD3DVolumeTextureImpl;
819 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
821 typedef struct _WINED3DSURFACET_DESC
823 WINED3DMULTISAMPLE_TYPE MultiSampleType;
824 DWORD MultiSampleQuality;
825 UINT Width;
826 UINT Height;
827 } WINED3DSURFACET_DESC;
829 /*****************************************************************************
830 * Structure for DIB Surfaces (GetDC and GDI surfaces)
832 typedef struct wineD3DSurface_DIB {
833 HBITMAP DIBsection;
834 void* bitmap_data;
835 HGDIOBJ holdbitmap;
836 BOOL client_memory;
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;
853 UINT textureName;
854 UINT bytesPerPixel;
856 /* TODO: move this off into a management class(maybe!) */
857 DWORD Flags;
859 UINT pow2Width;
860 UINT pow2Height;
861 UINT pow2Size;
863 /* Oversized texture */
864 RECT glRect;
866 #if 0
867 /* precalculated x and y scalings for texture coords */
868 float pow2scalingFactorX; /* = (Width / pow2Width ) */
869 float pow2scalingFactorY; /* = (Height / pow2Height) */
870 #endif
872 RECT lockedRect;
873 RECT dirtyRect;
875 glDescriptor glDescription;
877 /* For GetDC */
878 wineD3DSurface_DIB dib;
879 HDC hDC;
881 /* Color keys for DDraw */
882 DDCOLORKEY DestBltCKey;
883 DDCOLORKEY DestOverlayCKey;
884 DDCOLORKEY SrcOverlayCKey;
885 DDCOLORKEY SrcBltCKey;
886 DWORD CKeyFlags;
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);
933 /* Surface flags: */
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 | \
964 SFLAG_CONVERTED | \
965 SFLAG_DIBSECTION | \
966 SFLAG_DIRTY | \
967 SFLAG_LOCKED | \
968 SFLAG_ACTIVELOCK | \
969 SFLAG_DYNLOCK | \
970 SFLAG_DYNCHANGE )
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 */
982 IUnknown *parent;
983 /** precomputed fvf if simple declaration */
984 IWineD3DDeviceImpl *wineD3DDevice;
985 DWORD fvf[MAX_STREAMS];
986 DWORD allFVF;
988 /** dx8 compatible Declaration fields */
989 DWORD* pDeclaration8;
990 DWORD declaration8Length;
992 /** dx9+ */
993 D3DVERTEXELEMENT9 *pDeclaration9;
994 UINT declaration9NumElements;
996 WINED3DVERTEXELEMENT *pDeclarationWine;
997 UINT declarationWNumElements;
999 float *constants;
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 {
1013 BOOL indices;
1014 BOOL material;
1015 BOOL fvf;
1016 BOOL streamSource[MAX_STREAMS];
1017 BOOL streamFreq[MAX_STREAMS];
1018 BOOL textures[MAX_SAMPLERS];
1019 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1020 BOOL viewport;
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];
1025 BOOL vertexDecl;
1026 BOOL pixelShader;
1027 BOOL pixelShaderConstantsB[MAX_CONST_B];
1028 BOOL pixelShaderConstantsI[MAX_CONST_I];
1029 BOOL *pixelShaderConstantsF;
1030 BOOL vertexShader;
1031 BOOL vertexShaderConstantsB[MAX_CONST_B];
1032 BOOL vertexShaderConstantsI[MAX_CONST_I];
1033 BOOL *vertexShaderConstantsF;
1034 } SAVEDSTATES;
1036 struct IWineD3DStateBlockImpl
1038 /* IUnknown fields */
1039 const IWineD3DStateBlockVtbl *lpVtbl;
1040 LONG ref; /* Note: Ref counting not required */
1042 /* IWineD3DStateBlock information */
1043 IUnknown *parent;
1044 IWineD3DDeviceImpl *wineD3DDevice;
1045 WINED3DSTATEBLOCKTYPE blockType;
1047 /* Array indicating whether things have been set or changed */
1048 SAVEDSTATES changed;
1049 SAVEDSTATES set;
1051 /* Drawing - Vertex Shader or FVF related */
1052 DWORD fvf;
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;
1063 /* Stream Source */
1064 BOOL streamIsUP;
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 */
1071 /* Indices */
1072 IWineD3DIndexBuffer* pIndexData;
1073 UINT baseVertexIndex; /* Note: only used for d3d8 */
1075 /* Transform */
1076 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1078 /* Lights */
1079 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1081 /* Clipping */
1082 double clipplane[MAX_CLIPPLANES][4];
1083 WINED3DCLIPSTATUS clip_status;
1085 /* ViewPort */
1086 WINED3DVIEWPORT viewport;
1088 /* Material */
1089 WINED3DMATERIAL material;
1091 /* Pixel Shader */
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;
1101 FLOAT tween_factor;
1103 /* RenderState */
1104 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1106 /* Texture */
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,
1122 BOOL value);
1124 extern void stateblock_savedstates_copy(
1125 IWineD3DStateBlock* iface,
1126 SAVEDSTATES* dest,
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 */
1143 IUnknown *parent;
1144 /*TODO: replace with iface usage */
1145 #if 0
1146 IWineD3DDevice *wineD3DDevice;
1147 #else
1148 IWineD3DDeviceImpl *wineD3DDevice;
1149 #endif
1150 /* IWineD3DQuery fields */
1152 D3DQUERYTYPE type;
1153 /* TODO: Think about using a IUnknown instead of a void* */
1154 void *extendedData;
1157 } IWineD3DQueryImpl;
1159 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1161 /* Datastructures for IWineD3DQueryImpl.extendedData */
1162 typedef struct WineQueryOcclusionData {
1163 GLuint queryId;
1164 } WineQueryOcclusionData;
1167 /*****************************************************************************
1168 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1171 typedef struct IWineD3DSwapChainImpl
1173 /*IUnknown part*/
1174 IWineD3DSwapChainVtbl *lpVtbl;
1175 LONG ref; /* Note: Ref counting not required */
1177 IUnknown *parent;
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;
1191 HWND win_handle;
1192 Window win;
1193 Display *display;
1195 GLXContext glCtx;
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. */
1199 Drawable drawable;
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);
1230 /* Math utils */
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 {
1295 struct list entry;
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 {
1316 DWORD usage;
1317 DWORD reg;
1318 } semantic;
1320 typedef struct local_constant {
1321 struct list entry;
1322 unsigned int idx;
1323 DWORD value[4];
1324 } 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 */
1341 char loop;
1343 /* Whether or not this shader uses fog */
1344 char fog;
1346 } shader_reg_maps;
1348 #define SHADER_PGMSIZE 65535
1349 typedef struct SHADER_BUFFER {
1350 char* buffer;
1351 unsigned int bsize;
1352 unsigned int lineNo;
1353 } SHADER_BUFFER;
1355 /* Undocumented opcode controls */
1356 #define INST_CONTROLS_SHIFT 16
1357 #define INST_CONTROLS_MASK 0x00ff0000
1359 typedef enum COMPARISON_TYPE {
1360 COMPARISON_GT = 1,
1361 COMPARISON_EQ = 2,
1362 COMPARISON_GE = 3,
1363 COMPARISON_LT = 4,
1364 COMPARISON_NE = 5,
1365 COMPARISON_LE = 6
1366 } COMPARISON_TYPE;
1368 typedef struct SHADER_OPCODE {
1369 unsigned int opcode;
1370 const char* name;
1371 const char* glname;
1372 char dst_token;
1373 CONST UINT num_params;
1374 shader_fct_t soft_fct;
1375 SHADER_HANDLER hw_fct;
1376 SHADER_HANDLER hw_glsl_fct;
1377 DWORD min_version;
1378 DWORD max_version;
1379 } SHADER_OPCODE;
1381 typedef struct SHADER_OPCODE_ARG {
1382 IWineD3DBaseShader* shader;
1383 shader_reg_maps* reg_maps;
1384 CONST SHADER_OPCODE* opcode;
1385 DWORD opcode_token;
1386 DWORD dst;
1387 DWORD dst_addr;
1388 DWORD predicate;
1389 DWORD src[4];
1390 DWORD src_addr[4];
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;
1405 unsigned int label;
1406 } SHADER_LIMITS;
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,
1423 const DWORD code);
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
1531 DWORD hex_version;
1532 SHADER_LIMITS limits;
1533 SHADER_PARSE_STATE parse_state;
1534 CONST SHADER_OPCODE *shader_ins;
1535 CONST DWORD *function;
1536 UINT functionLength;
1537 GLuint prgId;
1539 /* Type of shader backend */
1540 int shader_mode;
1542 /* Immediate constants (override global ones) */
1543 struct list constantsB;
1544 struct list constantsF;
1545 struct list constantsI;
1547 } IWineD3DBaseShaderClass;
1549 typedef struct IWineD3DBaseShaderImpl {
1550 /* IUnknown */
1551 const IWineD3DBaseShaderVtbl *lpVtbl;
1552 LONG ref;
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,
1588 const DWORD param,
1589 const DWORD addr_token,
1590 int input);
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,
1599 DWORD* param,
1600 DWORD* addr_token);
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,
1608 GLhandleARB obj);
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 {
1633 /* IUnknown parts*/
1634 const IWineD3DVertexShaderVtbl *lpVtbl;
1635 LONG ref; /* Note: Ref counting not required */
1637 /* IWineD3DBaseShader */
1638 IWineD3DBaseShaderClass baseShader;
1640 /* IWineD3DVertexShaderImpl */
1641 IUnknown *parent;
1642 IWineD3DDeviceImpl *wineD3DDevice;
1644 char usesFog;
1645 DWORD usage;
1647 /* Vertex shader input and output semantics */
1648 semantic semantics_in [MAX_ATTRIBS];
1649 semantic semantics_out [MAX_REG_OUTPUT];
1651 /* run time datas... */
1652 VSHADERDATA *data;
1653 IWineD3DVertexDeclaration *vertexDeclaration;
1654 #if 0 /* needs reworking */
1655 /* run time datas */
1656 VSHADERINPUTDATA input;
1657 VSHADEROUTPUTDATA output;
1658 #endif
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 */
1675 IUnknown *parent;
1676 IWineD3DDeviceImpl *wineD3DDevice;
1678 /* Pixel shader input semantics */
1679 semantic semantics_in [MAX_REG_INPUT];
1681 /* run time data */
1682 PSHADERDATA *data;
1684 #if 0 /* needs reworking */
1685 PSHADERINPUTDATA input;
1686 PSHADEROUTPUTDATA output;
1687 #endif
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;
1699 LONG ref;
1701 IUnknown *parent;
1702 IWineD3DDeviceImpl *wineD3DDevice;
1704 /* IWineD3DPalette */
1705 HPALETTE hpal;
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];
1711 DWORD Flags;
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
1723 typedef struct {
1724 WINED3DFORMAT format;
1725 DWORD alphaMask, redMask, greenMask, blueMask;
1726 UINT bpp;
1727 BOOL isFourcc;
1728 GLint glInternal, glFormat, glType;
1729 } PixelFormatDesc;
1731 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1732 #endif