wined3d: Move material applying to the state table.
[wine/testsucceed.git] / dlls / wined3d / wined3d_private.h
blob458e7ff20f43c73640610b57e9dfa6c4795cd546
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_SAMPLERS 16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS 256
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R 35
90 #define NUM_SAVEDPIXELSTATES_T 18
91 #define NUM_SAVEDPIXELSTATES_S 12
92 #define NUM_SAVEDVERTEXSTATES_R 31
93 #define NUM_SAVEDVERTEXSTATES_T 2
94 #define NUM_SAVEDVERTEXSTATES_S 1
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
103 typedef enum _WINELOOKUP {
104 WINELOOKUP_WARPPARAM = 0,
105 WINELOOKUP_MAGFILTER = 1,
106 MAX_LOOKUPS = 2
107 } WINELOOKUP;
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
115 typedef struct _WINED3DGLTYPE {
116 int d3dType;
117 GLint size;
118 GLenum glType;
119 GLboolean normalized;
120 int typesize;
121 } WINED3DGLTYPE;
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
126 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
130 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
131 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
132 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
133 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
134 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
136 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
138 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
139 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
140 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
143 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
150 * Settings
152 #define VS_NONE 0
153 #define VS_HW 1
155 #define PS_NONE 0
156 #define PS_HW 1
158 #define VBO_NONE 0
159 #define VBO_HW 1
161 #define NP2_NONE 0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
165 #define ORM_BACKBUFFER 0
166 #define ORM_PBUFFER 1
167 #define ORM_FBO 2
169 #define SHADER_ARB 1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
173 #define RTL_DISABLE -1
174 #define RTL_AUTO 0
175 #define RTL_READDRAW 1
176 #define RTL_READTEX 2
177 #define RTL_TEXDRAW 3
178 #define RTL_TEXTEX 4
180 /* NOTE: When adding fields to this structure, make sure to update the default
181 * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184 int vs_mode;
185 int ps_mode;
186 int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
188 we should use it. However, until it's fully implemented, we'll leave it as a registry
189 setting for developers. */
190 BOOL glslRequested;
191 int offscreen_rendering_mode;
192 int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194 unsigned int emulated_textureram;
195 } wined3d_settings_t;
197 extern wined3d_settings_t wined3d_settings;
199 /* Shader backends */
201 typedef struct {
202 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205 void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
212 /* X11 locking */
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
228 /*****************************************************************************
229 * Defines
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250 (vec)[0] = D3DCOLOR_R(dw); \
251 (vec)[1] = D3DCOLOR_G(dw); \
252 (vec)[2] = D3DCOLOR_B(dw); \
253 (vec)[3] = D3DCOLOR_A(dw);
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
259 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
260 See MaxStreams in MSDN under GetDeviceCaps */
261 /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512
263 /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES 256
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A) \
270 GLint err = glGetError(); \
271 if (err == GL_NO_ERROR) { \
272 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
274 } else do { \
275 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276 debug_glerror(err), err, A, __FILE__, __LINE__); \
277 err = glGetError(); \
278 } while (err != GL_NO_ERROR); \
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat) \
286 do { \
287 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
292 } while (0)
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN() \
297 PLIGHTINFOEL *el = This->stateBlock->lights;\
298 while (el) { \
299 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300 el = el->next; \
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
307 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
309 /* Defines used for optimizations */
311 /* Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP 0x0001
313 #define REAPPLY_ALL 0xFFFF
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
317 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
318 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
319 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
321 /* Tracking */
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram);
326 /* Memory and object tracking */
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
332 typedef struct WineD3DGlobalStatistics {
333 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics;
336 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
338 /* Global variables */
339 extern const float identity[16];
341 /*****************************************************************************
342 * Compilable extra diagnostics
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
348 #else
349 # define VTRACE(A)
350 #endif
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A) \
356 GLint err = glGetError(); \
357 if (err == GL_NO_ERROR) { \
358 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
360 } else do { \
361 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
362 debug_glerror(err), err, A, __FILE__, __LINE__); \
363 err = glGetError(); \
364 } while (err != GL_NO_ERROR); \
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371 is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374 the file is deleted */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 # define SINGLE_FRAME_DEBUGGING
377 # endif
378 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379 It can only be enabled when FRAME_DEBUGGING is also enabled
380 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
381 array is drawn. */
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
383 # define SHOW_FRAME_MAKEUP 1
384 # endif
385 /* The following, when enabled, lets you see the makeup of the all the textures used during each
386 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387 The contents of the textures assigned to each stage are written into
388 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 # define SHOW_TEXTURE_MAKEUP 0
391 # endif
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
397 /*****************************************************************************
398 * Prototypes
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403 int PrimitiveType,
404 long NumPrimitives,
405 /* for Indexed: */
406 long StartVertexIndex,
407 UINT numberOfVertices,
408 long StartIdx,
409 short idxBytes,
410 const void *idxData,
411 int minIndex);
413 void primitiveDeclarationConvertToStridedData(
414 IWineD3DDevice *iface,
415 BOOL useVertexShaderFunction,
416 WineDirect3DVertexStridedData *strided,
417 BOOL *fixup);
419 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
421 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
423 #define eps 1e-8
425 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
426 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
428 /* Routines and structures related to state management */
429 typedef struct WineD3DContext WineD3DContext;
430 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
432 #define STATE_RENDER(a) (a)
433 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
435 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
436 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
438 /* + 1 because samplers start with 0 */
439 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
440 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
442 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
443 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
445 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
446 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
448 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
449 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
450 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
451 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
453 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
454 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
456 #define STATE_VSHADER (STATE_VDECL + 1)
457 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
459 #define STATE_VIEWPORT (STATE_VSHADER + 1)
460 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
462 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
463 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
464 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
465 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
467 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
468 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
470 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
471 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
473 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
474 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
476 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
478 #define STATE_HIGHEST (STATE_MATERIAL)
480 struct StateEntry
482 DWORD representative;
483 APPLYSTATEFUNC apply;
486 /* Global state table */
487 extern const struct StateEntry StateTable[];
489 /* The new context manager that should deal with onscreen and offscreen rendering */
490 struct WineD3DContext {
491 /* State dirtification
492 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
493 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
494 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
495 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
497 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
498 DWORD numDirtyEntries;
499 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
501 IWineD3DSurface *surface;
502 DWORD tid; /* Thread ID which owns this context at the moment */
504 /* Stores some inforation about the context state for optimization */
505 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
506 BOOL last_was_pshader;
507 BOOL last_was_vshader;
508 BOOL last_was_foggy_shader;
509 BOOL namedArraysLoaded, numberedArraysLoaded;
510 BOOL lastWasPow2Texture[MAX_TEXTURES];
511 GLenum tracking_parm; /* Which source is tracking current colour */
512 unsigned char num_untracked_materials;
513 GLenum untracked_materials[2];
514 BOOL last_was_blit, last_was_ckey;
515 char texShaderBumpMap;
517 /* The actual opengl context */
518 GLXContext glCtx;
519 Drawable drawable;
520 Display *display;
521 BOOL isPBuffer;
524 typedef enum ContextUsage {
525 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
526 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
527 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
528 } ContextUsage;
530 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
531 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
532 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
533 void apply_fbo_state(IWineD3DDevice *iface);
535 /* Macros for doing basic GPU detection based on opengl capabilities */
536 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
537 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
538 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
539 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
541 /* Default callbacks for implicit object destruction */
542 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
544 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
546 /*****************************************************************************
547 * Internal representation of a light
549 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
550 struct PLIGHTINFOEL {
551 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
552 DWORD OriginalIndex;
553 LONG glIndex;
554 BOOL changed;
555 BOOL enabledChanged;
557 /* Converted parms to speed up swapping lights */
558 float lightPosn[4];
559 float lightDirn[4];
560 float exponent;
561 float cutoff;
563 struct list entry;
566 /* The default light parameters */
567 extern const WINED3DLIGHT WINED3D_default_light;
569 /* The adapter structure */
570 struct WineD3DAdapter
572 POINT monitorPoint;
573 Display *display;
574 WineD3D_GL_Info gl_info;
575 const char *driver;
576 const char *description;
577 GLXFBConfig *cfgs;
578 int nCfgs;
581 extern BOOL InitAdapters(void);
583 /*****************************************************************************
584 * IWineD3D implementation structure
586 typedef struct IWineD3DImpl
588 /* IUnknown fields */
589 const IWineD3DVtbl *lpVtbl;
590 LONG ref; /* Note: Ref counting not required */
592 /* WineD3D Information */
593 IUnknown *parent;
594 UINT dxVersion;
595 } IWineD3DImpl;
597 extern const IWineD3DVtbl IWineD3D_Vtbl;
599 /* TODO: setup some flags in the registry to enable, disable pbuffer support
600 (since it will break quite a few things until contexts are managed properly!) */
601 extern BOOL pbuffer_support;
602 /* allocate one pbuffer per surface */
603 extern BOOL pbuffer_per_surface;
605 typedef struct ResourceList {
606 IWineD3DResource *resource;
607 struct ResourceList *next;
608 } ResourceList;
610 /* A helper function that dumps a resource list */
611 void dumpResources(ResourceList *resources);
613 /*****************************************************************************
614 * IWineD3DDevice implementation structure
616 struct IWineD3DDeviceImpl
618 /* IUnknown fields */
619 const IWineD3DDeviceVtbl *lpVtbl;
620 LONG ref; /* Note: Ref counting not required */
622 /* WineD3D Information */
623 IUnknown *parent;
624 IWineD3D *wineD3D;
625 struct WineD3DAdapter *adapter;
627 /* Window styles to restore when switching fullscreen mode */
628 LONG style;
629 LONG exStyle;
631 /* X and GL Information */
632 GLint maxConcurrentLights;
633 GLenum offscreenBuffer;
635 /* Selected capabilities */
636 int vs_selected_mode;
637 int ps_selected_mode;
638 const shader_backend_t *shader_backend;
639 hash_table_t *glsl_program_lookup;
641 /* To store */
642 BOOL view_ident; /* true iff view matrix is identity */
643 BOOL untransformed;
644 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
645 unsigned char surface_alignment; /* Line Alignment of surfaces */
647 /* State block related */
648 BOOL isRecordingState;
649 IWineD3DStateBlockImpl *stateBlock;
650 IWineD3DStateBlockImpl *updateStateBlock;
651 BOOL isInDraw;
653 /* Internal use fields */
654 WINED3DDEVICE_CREATION_PARAMETERS createParms;
655 UINT adapterNo;
656 WINED3DDEVTYPE devType;
658 IWineD3DSwapChain **swapchains;
659 uint NumberOfSwapChains;
661 ResourceList *resources; /* a linked list to track resources created by the device */
663 /* Render Target Support */
664 IWineD3DSurface **render_targets;
665 IWineD3DSurface *depthStencilBuffer;
666 IWineD3DSurface **fbo_color_attachments;
667 IWineD3DSurface *fbo_depth_attachment;
669 IWineD3DSurface *stencilBufferTarget;
671 /* Caches to avoid unneeded context changes */
672 IWineD3DSurface *lastActiveRenderTarget;
673 IWineD3DSwapChain *lastActiveSwapChain;
675 /* palettes texture management */
676 PALETTEENTRY palettes[MAX_PALETTES][256];
677 UINT currentPalette;
679 /* For rendering to a texture using glCopyTexImage */
680 BOOL render_offscreen;
681 WINED3D_DEPTHCOPYSTATE depth_copy_state;
682 GLuint fbo;
683 GLuint src_fbo;
684 GLuint dst_fbo;
685 GLenum *draw_buffers;
687 /* Cursor management */
688 BOOL bCursorVisible;
689 UINT xHotSpot;
690 UINT yHotSpot;
691 UINT xScreenSpace;
692 UINT yScreenSpace;
693 UINT cursorWidth, cursorHeight;
694 GLuint cursorTexture;
695 BOOL haveHardwareCursor;
696 HCURSOR hardwareCursor;
698 /* Textures for when no other textures are mapped */
699 UINT dummyTextureName[MAX_TEXTURES];
701 /* Debug stream management */
702 BOOL debug;
704 /* Device state management */
705 HRESULT state;
706 BOOL d3d_initialized;
708 /* A flag to check for proper BeginScene / EndScene call pairs */
709 BOOL inScene;
711 /* process vertex shaders using software or hardware */
712 BOOL softwareVertexProcessing;
714 /* DirectDraw stuff */
715 HWND ddraw_window;
716 IWineD3DSurface *ddraw_primary;
717 DWORD ddraw_width, ddraw_height;
718 WINED3DFORMAT ddraw_format;
719 BOOL ddraw_fullscreen;
721 /* Final position fixup constant */
722 float posFixup[4];
724 /* With register combiners we can skip junk texture stages */
725 DWORD texUnitMap[MAX_SAMPLERS];
726 BOOL oneToOneTexUnitMap;
728 /* Stream source management */
729 WineDirect3DVertexStridedData strided_streams;
730 WineDirect3DVertexStridedData *up_strided;
731 BOOL useDrawStridedSlow;
732 BOOL instancedDraw;
734 /* Context management */
735 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
736 WineD3DContext *activeContext; /* Only 0 for now */
737 UINT numContexts; /* Always 1 for now */
738 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
739 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
742 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
744 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
745 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
746 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
747 DWORD idx = state >> 5;
748 BYTE shift = state & 0x1f;
749 return context->isStateDirty[idx] & (1 << shift);
752 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
753 typedef struct PrivateData
755 struct list entry;
757 GUID tag;
758 DWORD flags; /* DDSPD_* */
759 DWORD uniqueness_value;
761 union
763 LPVOID data;
764 LPUNKNOWN object;
765 } ptr;
767 DWORD size;
768 } PrivateData;
770 /*****************************************************************************
771 * IWineD3DResource implementation structure
773 typedef struct IWineD3DResourceClass
775 /* IUnknown fields */
776 LONG ref; /* Note: Ref counting not required */
778 /* WineD3DResource Information */
779 IUnknown *parent;
780 WINED3DRESOURCETYPE resourceType;
781 IWineD3DDeviceImpl *wineD3DDevice;
782 WINED3DPOOL pool;
783 UINT size;
784 DWORD usage;
785 WINED3DFORMAT format;
786 BYTE *allocatedMemory;
787 struct list privateData;
789 } IWineD3DResourceClass;
791 typedef struct IWineD3DResourceImpl
793 /* IUnknown & WineD3DResource Information */
794 const IWineD3DResourceVtbl *lpVtbl;
795 IWineD3DResourceClass resource;
796 } IWineD3DResourceImpl;
799 /*****************************************************************************
800 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
802 typedef struct IWineD3DVertexBufferImpl
804 /* IUnknown & WineD3DResource Information */
805 const IWineD3DVertexBufferVtbl *lpVtbl;
806 IWineD3DResourceClass resource;
808 /* WineD3DVertexBuffer specifics */
809 DWORD fvf;
811 /* Vertex buffer object support */
812 GLuint vbo;
813 BYTE Flags;
814 LONG bindCount;
816 UINT dirtystart, dirtyend;
817 LONG lockcount;
819 LONG declChanges, draws;
820 /* Last description of the buffer */
821 WineDirect3DVertexStridedData strided;
822 } IWineD3DVertexBufferImpl;
824 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
826 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
827 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
828 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
829 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
830 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
832 /*****************************************************************************
833 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
835 typedef struct IWineD3DIndexBufferImpl
837 /* IUnknown & WineD3DResource Information */
838 const IWineD3DIndexBufferVtbl *lpVtbl;
839 IWineD3DResourceClass resource;
841 GLuint vbo;
842 UINT dirtystart, dirtyend;
843 LONG lockcount;
845 /* WineD3DVertexBuffer specifics */
846 } IWineD3DIndexBufferImpl;
848 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
850 /*****************************************************************************
851 * IWineD3DBaseTexture D3D- > openGL state map lookups
853 #define WINED3DFUNC_NOTSUPPORTED -2
854 #define WINED3DFUNC_UNIMPLEMENTED -1
856 typedef enum winetexturestates {
857 WINED3DTEXSTA_ADDRESSU = 0,
858 WINED3DTEXSTA_ADDRESSV = 1,
859 WINED3DTEXSTA_ADDRESSW = 2,
860 WINED3DTEXSTA_BORDERCOLOR = 3,
861 WINED3DTEXSTA_MAGFILTER = 4,
862 WINED3DTEXSTA_MINFILTER = 5,
863 WINED3DTEXSTA_MIPFILTER = 6,
864 WINED3DTEXSTA_MAXMIPLEVEL = 7,
865 WINED3DTEXSTA_MAXANISOTROPY = 8,
866 WINED3DTEXSTA_SRGBTEXTURE = 9,
867 WINED3DTEXSTA_ELEMENTINDEX = 10,
868 WINED3DTEXSTA_DMAPOFFSET = 11,
869 WINED3DTEXSTA_TSSADDRESSW = 12,
870 MAX_WINETEXTURESTATES = 13,
871 } winetexturestates;
873 typedef struct Wined3dTextureStateMap {
874 CONST int state;
875 int function;
876 } Wined3dTextureStateMap;
878 /*****************************************************************************
879 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
881 typedef struct IWineD3DBaseTextureClass
883 UINT levels;
884 BOOL dirty;
885 UINT textureName;
886 UINT LOD;
887 WINED3DTEXTUREFILTERTYPE filterType;
888 DWORD states[MAX_WINETEXTURESTATES];
889 LONG bindCount;
890 DWORD sampler;
891 BOOL is_srgb;
892 UINT srgb_mode_change_count;
893 } IWineD3DBaseTextureClass;
895 typedef struct IWineD3DBaseTextureImpl
897 /* IUnknown & WineD3DResource Information */
898 const IWineD3DBaseTextureVtbl *lpVtbl;
899 IWineD3DResourceClass resource;
900 IWineD3DBaseTextureClass baseTexture;
902 } IWineD3DBaseTextureImpl;
904 /*****************************************************************************
905 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
907 typedef struct IWineD3DTextureImpl
909 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
910 const IWineD3DTextureVtbl *lpVtbl;
911 IWineD3DResourceClass resource;
912 IWineD3DBaseTextureClass baseTexture;
914 /* IWineD3DTexture */
915 IWineD3DSurface *surfaces[MAX_LEVELS];
917 UINT width;
918 UINT height;
919 float pow2scalingFactorX;
920 float pow2scalingFactorY;
922 } IWineD3DTextureImpl;
924 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
926 /*****************************************************************************
927 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
929 typedef struct IWineD3DCubeTextureImpl
931 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
932 const IWineD3DCubeTextureVtbl *lpVtbl;
933 IWineD3DResourceClass resource;
934 IWineD3DBaseTextureClass baseTexture;
936 /* IWineD3DCubeTexture */
937 IWineD3DSurface *surfaces[6][MAX_LEVELS];
939 UINT edgeLength;
940 float pow2scalingFactor;
942 } IWineD3DCubeTextureImpl;
944 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
946 typedef struct _WINED3DVOLUMET_DESC
948 UINT Width;
949 UINT Height;
950 UINT Depth;
951 } WINED3DVOLUMET_DESC;
953 /*****************************************************************************
954 * IWineD3DVolume implementation structure (extends IUnknown)
956 typedef struct IWineD3DVolumeImpl
958 /* IUnknown & WineD3DResource fields */
959 const IWineD3DVolumeVtbl *lpVtbl;
960 IWineD3DResourceClass resource;
962 /* WineD3DVolume Information */
963 WINED3DVOLUMET_DESC currentDesc;
964 IWineD3DBase *container;
965 UINT bytesPerPixel;
967 BOOL lockable;
968 BOOL locked;
969 WINED3DBOX lockedBox;
970 WINED3DBOX dirtyBox;
971 BOOL dirty;
974 } IWineD3DVolumeImpl;
976 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
978 /*****************************************************************************
979 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
981 typedef struct IWineD3DVolumeTextureImpl
983 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
984 const IWineD3DVolumeTextureVtbl *lpVtbl;
985 IWineD3DResourceClass resource;
986 IWineD3DBaseTextureClass baseTexture;
988 /* IWineD3DVolumeTexture */
989 IWineD3DVolume *volumes[MAX_LEVELS];
991 UINT width;
992 UINT height;
993 UINT depth;
994 } IWineD3DVolumeTextureImpl;
996 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
998 typedef struct _WINED3DSURFACET_DESC
1000 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1001 DWORD MultiSampleQuality;
1002 UINT Width;
1003 UINT Height;
1004 } WINED3DSURFACET_DESC;
1006 /*****************************************************************************
1007 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1009 typedef struct wineD3DSurface_DIB {
1010 HBITMAP DIBsection;
1011 void* bitmap_data;
1012 HGDIOBJ holdbitmap;
1013 BOOL client_memory;
1014 } wineD3DSurface_DIB;
1016 typedef struct {
1017 struct list entry;
1018 GLuint id;
1019 UINT width;
1020 UINT height;
1021 } renderbuffer_entry_t;
1023 /*****************************************************************************
1024 * IWineD3DClipp implementation structure
1026 typedef struct IWineD3DClipperImpl
1028 const IWineD3DClipperVtbl *lpVtbl;
1029 LONG ref;
1031 IUnknown *Parent;
1032 HWND hWnd;
1033 } IWineD3DClipperImpl;
1036 /*****************************************************************************
1037 * IWineD3DSurface implementation structure
1039 struct IWineD3DSurfaceImpl
1041 /* IUnknown & IWineD3DResource Information */
1042 const IWineD3DSurfaceVtbl *lpVtbl;
1043 IWineD3DResourceClass resource;
1045 /* IWineD3DSurface fields */
1046 IWineD3DBase *container;
1047 WINED3DSURFACET_DESC currentDesc;
1048 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1049 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1051 UINT bytesPerPixel;
1053 /* TODO: move this off into a management class(maybe!) */
1054 DWORD Flags;
1056 UINT pow2Width;
1057 UINT pow2Height;
1059 /* Oversized texture */
1060 RECT glRect;
1062 #if 0
1063 /* precalculated x and y scalings for texture coords */
1064 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1065 float pow2scalingFactorY; /* = (Height / pow2Height) */
1066 #endif
1068 RECT lockedRect;
1069 RECT dirtyRect;
1070 int lockCount;
1071 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1073 glDescriptor glDescription;
1075 /* For GetDC */
1076 wineD3DSurface_DIB dib;
1077 HDC hDC;
1079 /* Color keys for DDraw */
1080 WINEDDCOLORKEY DestBltCKey;
1081 WINEDDCOLORKEY DestOverlayCKey;
1082 WINEDDCOLORKEY SrcOverlayCKey;
1083 WINEDDCOLORKEY SrcBltCKey;
1084 DWORD CKeyFlags;
1086 WINEDDCOLORKEY glCKey;
1088 struct list renderbuffers;
1089 renderbuffer_entry_t *current_renderbuffer;
1091 /* DirectDraw clippers */
1092 IWineD3DClipper *clipper;
1095 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1096 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1098 /* Predeclare the shared Surface functions */
1099 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1100 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1101 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1102 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1103 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1107 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1108 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1109 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1110 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1111 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1112 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1114 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1115 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1116 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1118 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1119 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1122 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1123 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1124 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1125 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1126 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1127 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1128 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1129 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1132 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1133 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1135 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1136 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1143 /* Surface flags: */
1144 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1145 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1146 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1147 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1148 #define SFLAG_DISCARD 0x00000010 /* ??? */
1149 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1150 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1151 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1152 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1153 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1154 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1155 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1156 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1157 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1158 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1159 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1160 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1161 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1163 /* In some conditions the surface memory must not be freed:
1164 * SFLAG_OVERSIZE: Not all data can be kept in GL
1165 * SFLAG_CONVERTED: Converting the data back would take too long
1166 * SFLAG_DIBSECTION: The dib code manages the memory
1167 * SFLAG_LOCKED: The app requires access to the surface data
1168 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1169 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1170 * SFLAG_CLIENT: OpenGL uses our memory as backup
1172 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1173 SFLAG_CONVERTED | \
1174 SFLAG_DIBSECTION | \
1175 SFLAG_LOCKED | \
1176 SFLAG_DYNLOCK | \
1177 SFLAG_DYNCHANGE | \
1178 SFLAG_USERPTR | \
1179 SFLAG_CLIENT)
1181 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1183 /*****************************************************************************
1184 * IWineD3DVertexDeclaration implementation structure
1186 typedef struct IWineD3DVertexDeclarationImpl {
1187 /* IUnknown Information */
1188 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1189 LONG ref;
1191 IUnknown *parent;
1192 IWineD3DDeviceImpl *wineD3DDevice;
1194 WINED3DVERTEXELEMENT *pDeclarationWine;
1195 UINT declarationWNumElements;
1196 } IWineD3DVertexDeclarationImpl;
1198 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1200 /*****************************************************************************
1201 * IWineD3DStateBlock implementation structure
1204 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1205 /* Note: Very long winded but gl Lists are not flexible enough */
1206 /* to resolve everything we need, so doing it manually for now */
1207 typedef struct SAVEDSTATES {
1208 BOOL indices;
1209 BOOL material;
1210 BOOL fvf;
1211 BOOL streamSource[MAX_STREAMS];
1212 BOOL streamFreq[MAX_STREAMS];
1213 BOOL textures[MAX_SAMPLERS];
1214 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1215 BOOL viewport;
1216 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1217 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1218 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1219 BOOL clipplane[MAX_CLIPPLANES];
1220 BOOL vertexDecl;
1221 BOOL pixelShader;
1222 BOOL pixelShaderConstantsB[MAX_CONST_B];
1223 BOOL pixelShaderConstantsI[MAX_CONST_I];
1224 BOOL *pixelShaderConstantsF;
1225 BOOL vertexShader;
1226 BOOL vertexShaderConstantsB[MAX_CONST_B];
1227 BOOL vertexShaderConstantsI[MAX_CONST_I];
1228 BOOL *vertexShaderConstantsF;
1229 BOOL scissorRect;
1230 } SAVEDSTATES;
1232 typedef struct {
1233 struct list entry;
1234 DWORD count;
1235 DWORD idx[13];
1236 } constants_entry;
1238 struct IWineD3DStateBlockImpl
1240 /* IUnknown fields */
1241 const IWineD3DStateBlockVtbl *lpVtbl;
1242 LONG ref; /* Note: Ref counting not required */
1244 /* IWineD3DStateBlock information */
1245 IUnknown *parent;
1246 IWineD3DDeviceImpl *wineD3DDevice;
1247 WINED3DSTATEBLOCKTYPE blockType;
1249 /* Array indicating whether things have been set or changed */
1250 SAVEDSTATES changed;
1251 SAVEDSTATES set;
1252 struct list set_vconstantsF;
1253 struct list set_pconstantsF;
1255 /* Drawing - Vertex Shader or FVF related */
1256 DWORD fvf;
1257 /* Vertex Shader Declaration */
1258 IWineD3DVertexDeclaration *vertexDecl;
1260 IWineD3DVertexShader *vertexShader;
1262 /* Vertex Shader Constants */
1263 BOOL vertexShaderConstantB[MAX_CONST_B];
1264 INT vertexShaderConstantI[MAX_CONST_I * 4];
1265 float *vertexShaderConstantF;
1267 /* Stream Source */
1268 BOOL streamIsUP;
1269 UINT streamStride[MAX_STREAMS];
1270 UINT streamOffset[MAX_STREAMS];
1271 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1272 UINT streamFreq[MAX_STREAMS];
1273 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1275 /* Indices */
1276 IWineD3DIndexBuffer* pIndexData;
1277 UINT baseVertexIndex;
1278 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1280 /* Transform */
1281 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1283 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1284 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1285 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1286 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1287 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1289 /* Clipping */
1290 double clipplane[MAX_CLIPPLANES][4];
1291 WINED3DCLIPSTATUS clip_status;
1293 /* ViewPort */
1294 WINED3DVIEWPORT viewport;
1296 /* Material */
1297 WINED3DMATERIAL material;
1299 /* Pixel Shader */
1300 IWineD3DPixelShader *pixelShader;
1302 /* Pixel Shader Constants */
1303 BOOL pixelShaderConstantB[MAX_CONST_B];
1304 INT pixelShaderConstantI[MAX_CONST_I * 4];
1305 float *pixelShaderConstantF;
1307 /* RenderState */
1308 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1310 /* Texture */
1311 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1312 int textureDimensions[MAX_SAMPLERS];
1314 /* Texture State Stage */
1315 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1316 DWORD lowest_disabled_stage;
1317 /* Sampler States */
1318 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1320 /* Current GLSL Shader Program */
1321 struct glsl_shader_prog_link *glsl_program;
1323 /* Scissor test rectangle */
1324 RECT scissorRect;
1327 extern void stateblock_savedstates_set(
1328 IWineD3DStateBlock* iface,
1329 SAVEDSTATES* states,
1330 BOOL value);
1332 extern void stateblock_savedstates_copy(
1333 IWineD3DStateBlock* iface,
1334 SAVEDSTATES* dest,
1335 SAVEDSTATES* source);
1337 extern void stateblock_copy(
1338 IWineD3DStateBlock* destination,
1339 IWineD3DStateBlock* source);
1341 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1343 /*****************************************************************************
1344 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1346 typedef struct IWineD3DQueryImpl
1348 const IWineD3DQueryVtbl *lpVtbl;
1349 LONG ref; /* Note: Ref counting not required */
1351 IUnknown *parent;
1352 /*TODO: replace with iface usage */
1353 #if 0
1354 IWineD3DDevice *wineD3DDevice;
1355 #else
1356 IWineD3DDeviceImpl *wineD3DDevice;
1357 #endif
1359 /* IWineD3DQuery fields */
1360 WINED3DQUERYTYPE type;
1361 /* TODO: Think about using a IUnknown instead of a void* */
1362 void *extendedData;
1365 } IWineD3DQueryImpl;
1367 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1369 /* Datastructures for IWineD3DQueryImpl.extendedData */
1370 typedef struct WineQueryOcclusionData {
1371 GLuint queryId;
1372 } WineQueryOcclusionData;
1374 typedef struct WineQueryEventData {
1375 GLuint fenceId;
1376 } WineQueryEventData;
1378 /*****************************************************************************
1379 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1382 typedef struct IWineD3DSwapChainImpl
1384 /*IUnknown part*/
1385 const IWineD3DSwapChainVtbl *lpVtbl;
1386 LONG ref; /* Note: Ref counting not required */
1388 IUnknown *parent;
1389 IWineD3DDeviceImpl *wineD3DDevice;
1391 /* IWineD3DSwapChain fields */
1392 IWineD3DSurface **backBuffer;
1393 IWineD3DSurface *frontBuffer;
1394 BOOL wantsDepthStencilBuffer;
1395 WINED3DPRESENT_PARAMETERS presentParms;
1396 DWORD orig_width, orig_height;
1397 WINED3DFORMAT orig_fmt;
1399 long prev_time, frames; /* Performance tracking */
1400 unsigned int vSyncCounter;
1402 WineD3DContext **context; /* Later a array for multithreading */
1403 unsigned int num_contexts;
1405 HWND win_handle;
1406 Window win;
1407 } IWineD3DSwapChainImpl;
1409 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1411 /*****************************************************************************
1412 * Utility function prototypes
1415 /* Trace routines */
1416 const char* debug_d3dformat(WINED3DFORMAT fmt);
1417 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1418 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1419 const char* debug_d3dusage(DWORD usage);
1420 const char* debug_d3dusagequery(DWORD usagequery);
1421 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1422 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1423 const char* debug_d3ddeclusage(BYTE usage);
1424 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1425 const char* debug_d3drenderstate(DWORD state);
1426 const char* debug_d3dsamplerstate(DWORD state);
1427 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1428 const char* debug_d3dtexturestate(DWORD state);
1429 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1430 const char* debug_d3dpool(WINED3DPOOL pool);
1431 const char *debug_fbostatus(GLenum status);
1432 const char *debug_glerror(GLenum error);
1434 /* Routines for GL <-> D3D values */
1435 GLenum StencilOp(DWORD op);
1436 GLenum CompareFunc(DWORD func);
1437 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1438 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1439 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1441 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1442 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1444 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1446 /* Math utils */
1447 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1449 /*****************************************************************************
1450 * To enable calling of inherited functions, requires prototypes
1452 * Note: Only require classes which are subclassed, ie resource, basetexture,
1454 /*** IUnknown methods ***/
1455 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1456 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1457 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1458 /*** IWineD3DResource methods ***/
1459 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1460 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1461 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1462 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1463 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1464 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1465 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1466 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1467 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1468 /*** class static members ***/
1469 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1471 /*** IUnknown methods ***/
1472 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1473 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1474 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1475 /*** IWineD3DResource methods ***/
1476 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1477 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1478 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1479 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1480 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1481 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1482 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1483 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1484 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1485 /*** IWineD3DBaseTexture methods ***/
1486 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1487 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1488 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1489 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1490 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1491 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1492 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1493 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1495 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1496 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1497 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1498 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1499 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1500 /*** class static members ***/
1501 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1503 struct SHADER_OPCODE_ARG;
1504 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1506 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1507 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1508 * used if the user is using GLSL shaders. */
1509 struct glsl_shader_prog_link {
1510 struct list vshader_entry;
1511 struct list pshader_entry;
1512 GLhandleARB programId;
1513 GLhandleARB *vuniformF_locations;
1514 GLhandleARB *puniformF_locations;
1515 GLhandleARB vshader;
1516 GLhandleARB pshader;
1519 typedef struct {
1520 GLhandleARB vshader;
1521 GLhandleARB pshader;
1522 } glsl_program_key_t;
1524 /* TODO: Make this dynamic, based on shader limits ? */
1525 #define MAX_REG_ADDR 1
1526 #define MAX_REG_TEMP 32
1527 #define MAX_REG_TEXCRD 8
1528 #define MAX_REG_INPUT 12
1529 #define MAX_REG_OUTPUT 12
1530 #define MAX_ATTRIBS 16
1531 #define MAX_CONST_I 16
1532 #define MAX_CONST_B 16
1534 /* FIXME: This needs to go up to 2048 for
1535 * Shader model 3 according to msdn (and for software shaders) */
1536 #define MAX_LABELS 16
1538 typedef struct semantic {
1539 DWORD usage;
1540 DWORD reg;
1541 } semantic;
1543 typedef struct local_constant {
1544 struct list entry;
1545 unsigned int idx;
1546 DWORD value[4];
1547 } local_constant;
1549 typedef struct shader_reg_maps {
1551 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1552 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1553 char address[MAX_REG_ADDR]; /* vertex */
1554 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1555 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1556 char attributes[MAX_ATTRIBS]; /* vertex */
1557 char labels[MAX_LABELS]; /* pixel, vertex */
1559 /* Sampler usage tokens
1560 * Use 0 as default (bit 31 is always 1 on a valid token) */
1561 DWORD samplers[MAX_SAMPLERS];
1562 char bumpmat;
1564 /* Whether or not a loop is used in this shader */
1565 char loop;
1567 /* Whether or not this shader uses fog */
1568 char fog;
1570 } shader_reg_maps;
1572 #define SHADER_PGMSIZE 65535
1573 typedef struct SHADER_BUFFER {
1574 char* buffer;
1575 unsigned int bsize;
1576 unsigned int lineNo;
1577 BOOL newline;
1578 } SHADER_BUFFER;
1580 /* Undocumented opcode controls */
1581 #define INST_CONTROLS_SHIFT 16
1582 #define INST_CONTROLS_MASK 0x00ff0000
1584 typedef enum COMPARISON_TYPE {
1585 COMPARISON_GT = 1,
1586 COMPARISON_EQ = 2,
1587 COMPARISON_GE = 3,
1588 COMPARISON_LT = 4,
1589 COMPARISON_NE = 5,
1590 COMPARISON_LE = 6
1591 } COMPARISON_TYPE;
1593 typedef struct SHADER_OPCODE {
1594 unsigned int opcode;
1595 const char* name;
1596 const char* glname;
1597 char dst_token;
1598 CONST UINT num_params;
1599 SHADER_HANDLER hw_fct;
1600 SHADER_HANDLER hw_glsl_fct;
1601 DWORD min_version;
1602 DWORD max_version;
1603 } SHADER_OPCODE;
1605 typedef struct SHADER_OPCODE_ARG {
1606 IWineD3DBaseShader* shader;
1607 shader_reg_maps* reg_maps;
1608 CONST SHADER_OPCODE* opcode;
1609 DWORD opcode_token;
1610 DWORD dst;
1611 DWORD dst_addr;
1612 DWORD predicate;
1613 DWORD src[4];
1614 DWORD src_addr[4];
1615 SHADER_BUFFER* buffer;
1616 } SHADER_OPCODE_ARG;
1618 typedef struct SHADER_LIMITS {
1619 unsigned int temporary;
1620 unsigned int texcoord;
1621 unsigned int sampler;
1622 unsigned int constant_int;
1623 unsigned int constant_float;
1624 unsigned int constant_bool;
1625 unsigned int address;
1626 unsigned int packed_output;
1627 unsigned int packed_input;
1628 unsigned int attributes;
1629 unsigned int label;
1630 } SHADER_LIMITS;
1632 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1633 maintain state information between multiple codes */
1634 typedef struct SHADER_PARSE_STATE {
1635 unsigned int current_row;
1636 DWORD texcoord_w[2];
1637 } SHADER_PARSE_STATE;
1639 /* Base Shader utility functions.
1640 * (may move callers into the same file in the future) */
1641 extern int shader_addline(
1642 SHADER_BUFFER* buffer,
1643 const char* fmt, ...);
1645 extern const SHADER_OPCODE* shader_get_opcode(
1646 IWineD3DBaseShader *iface,
1647 const DWORD code);
1649 extern void shader_delete_constant_list(
1650 struct list* clist);
1652 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1654 /* Vertex shader utility functions */
1655 extern BOOL vshader_get_input(
1656 IWineD3DVertexShader* iface,
1657 BYTE usage_req, BYTE usage_idx_req,
1658 unsigned int* regnum);
1660 extern BOOL vshader_input_is_color(
1661 IWineD3DVertexShader* iface,
1662 unsigned int regnum);
1664 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1666 /* ARB_[vertex/fragment]_program helper functions */
1667 extern void shader_arb_load_constants(
1668 IWineD3DDevice* device,
1669 char usePixelShader,
1670 char useVertexShader);
1672 /* ARB shader program Prototypes */
1673 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1675 /* ARB pixel shader prototypes */
1676 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1677 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1678 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1683 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1684 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1685 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1686 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1687 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1688 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1689 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1690 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1692 /* ARB vertex shader prototypes */
1693 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1694 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1695 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1697 /* GLSL helper functions */
1698 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1699 extern void shader_glsl_load_constants(
1700 IWineD3DDevice* device,
1701 char usePixelShader,
1702 char useVertexShader);
1704 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1705 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1706 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1707 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1727 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1728 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1729 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1730 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1731 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1732 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1733 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1734 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1735 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1737 /** GLSL Pixel Shader Prototypes */
1738 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1739 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1740 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_glsl_input_pack(
1759 SHADER_BUFFER* buffer,
1760 semantic* semantics_out);
1762 /** GLSL Vertex Shader Prototypes */
1763 extern void vshader_glsl_output_unpack(
1764 SHADER_BUFFER* buffer,
1765 semantic* semantics_out);
1767 /*****************************************************************************
1768 * IDirect3DBaseShader implementation structure
1770 typedef struct IWineD3DBaseShaderClass
1772 DWORD hex_version;
1773 SHADER_LIMITS limits;
1774 SHADER_PARSE_STATE parse_state;
1775 CONST SHADER_OPCODE *shader_ins;
1776 CONST DWORD *function;
1777 UINT functionLength;
1778 GLuint prgId;
1779 BOOL is_compiled;
1781 /* Type of shader backend */
1782 int shader_mode;
1784 /* Programs this shader is linked with */
1785 struct list linked_programs;
1787 /* Immediate constants (override global ones) */
1788 struct list constantsB;
1789 struct list constantsF;
1790 struct list constantsI;
1791 shader_reg_maps reg_maps;
1793 /* Pointer to the parent device */
1794 IWineD3DDevice *device;
1796 } IWineD3DBaseShaderClass;
1798 typedef struct IWineD3DBaseShaderImpl {
1799 /* IUnknown */
1800 const IWineD3DBaseShaderVtbl *lpVtbl;
1801 LONG ref;
1803 /* IWineD3DBaseShader */
1804 IWineD3DBaseShaderClass baseShader;
1805 } IWineD3DBaseShaderImpl;
1807 extern HRESULT shader_get_registers_used(
1808 IWineD3DBaseShader *iface,
1809 shader_reg_maps* reg_maps,
1810 semantic* semantics_in,
1811 semantic* semantics_out,
1812 CONST DWORD* pToken,
1813 IWineD3DStateBlockImpl *stateBlock);
1815 extern void shader_generate_glsl_declarations(
1816 IWineD3DBaseShader *iface,
1817 shader_reg_maps* reg_maps,
1818 SHADER_BUFFER* buffer,
1819 WineD3D_GL_Info* gl_info);
1821 extern void shader_generate_arb_declarations(
1822 IWineD3DBaseShader *iface,
1823 shader_reg_maps* reg_maps,
1824 SHADER_BUFFER* buffer,
1825 WineD3D_GL_Info* gl_info);
1827 extern void shader_generate_main(
1828 IWineD3DBaseShader *iface,
1829 SHADER_BUFFER* buffer,
1830 shader_reg_maps* reg_maps,
1831 CONST DWORD* pFunction);
1833 extern void shader_dump_ins_modifiers(
1834 const DWORD output);
1836 extern void shader_dump_param(
1837 IWineD3DBaseShader *iface,
1838 const DWORD param,
1839 const DWORD addr_token,
1840 int input);
1842 extern void shader_trace_init(
1843 IWineD3DBaseShader *iface,
1844 const DWORD* pFunction);
1846 extern int shader_get_param(
1847 IWineD3DBaseShader* iface,
1848 const DWORD* pToken,
1849 DWORD* param,
1850 DWORD* addr_token);
1852 extern int shader_skip_unrecognized(
1853 IWineD3DBaseShader* iface,
1854 const DWORD* pToken);
1856 extern void print_glsl_info_log(
1857 WineD3D_GL_Info *gl_info,
1858 GLhandleARB obj);
1860 static inline int shader_get_regtype(const DWORD param) {
1861 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1862 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1865 extern unsigned int shader_get_float_offset(const DWORD reg);
1867 static inline BOOL shader_is_pshader_version(DWORD token) {
1868 return 0xFFFF0000 == (token & 0xFFFF0000);
1871 static inline BOOL shader_is_vshader_version(DWORD token) {
1872 return 0xFFFE0000 == (token & 0xFFFF0000);
1875 static inline BOOL shader_is_comment(DWORD token) {
1876 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1879 /* TODO: vFace (ps_3_0) */
1880 static inline BOOL shader_is_scalar(DWORD param) {
1881 DWORD reg_type = shader_get_regtype(param);
1883 switch (reg_type) {
1884 case WINED3DSPR_RASTOUT:
1885 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1886 /* oFog & oPts */
1887 return TRUE;
1889 /* oPos */
1890 return FALSE;
1892 case WINED3DSPR_DEPTHOUT: /* oDepth */
1893 case WINED3DSPR_CONSTBOOL: /* b# */
1894 case WINED3DSPR_LOOP: /* aL */
1895 case WINED3DSPR_PREDICATE: /* p0 */
1896 return TRUE;
1898 default:
1899 return FALSE;
1903 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1904 * so upload them above that
1906 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1907 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1909 /*****************************************************************************
1910 * IDirect3DVertexShader implementation structure
1912 typedef struct IWineD3DVertexShaderImpl {
1913 /* IUnknown parts*/
1914 const IWineD3DVertexShaderVtbl *lpVtbl;
1915 LONG ref; /* Note: Ref counting not required */
1917 /* IWineD3DBaseShader */
1918 IWineD3DBaseShaderClass baseShader;
1920 /* IWineD3DVertexShaderImpl */
1921 IUnknown *parent;
1923 DWORD usage;
1925 /* Vertex shader input and output semantics */
1926 semantic semantics_in [MAX_ATTRIBS];
1927 semantic semantics_out [MAX_REG_OUTPUT];
1929 /* run time datas... */
1930 VSHADERDATA *data;
1931 #if 0 /* needs reworking */
1932 /* run time datas */
1933 VSHADERINPUTDATA input;
1934 VSHADEROUTPUTDATA output;
1935 #endif
1936 } IWineD3DVertexShaderImpl;
1937 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1938 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1940 /*****************************************************************************
1941 * IDirect3DPixelShader implementation structure
1943 typedef struct IWineD3DPixelShaderImpl {
1944 /* IUnknown parts */
1945 const IWineD3DPixelShaderVtbl *lpVtbl;
1946 LONG ref; /* Note: Ref counting not required */
1948 /* IWineD3DBaseShader */
1949 IWineD3DBaseShaderClass baseShader;
1951 /* IWineD3DPixelShaderImpl */
1952 IUnknown *parent;
1954 /* Pixel shader input semantics */
1955 semantic semantics_in [MAX_REG_INPUT];
1957 /* run time data */
1958 PSHADERDATA *data;
1960 /* Some information about the shader behavior */
1961 char needsbumpmat;
1962 UINT bumpenvmatconst;
1964 #if 0 /* needs reworking */
1965 PSHADERINPUTDATA input;
1966 PSHADEROUTPUTDATA output;
1967 #endif
1968 } IWineD3DPixelShaderImpl;
1970 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1971 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1973 /*****************************************************************************
1974 * IWineD3DPalette implementation structure
1976 struct IWineD3DPaletteImpl {
1977 /* IUnknown parts */
1978 const IWineD3DPaletteVtbl *lpVtbl;
1979 LONG ref;
1981 IUnknown *parent;
1982 IWineD3DDeviceImpl *wineD3DDevice;
1984 /* IWineD3DPalette */
1985 HPALETTE hpal;
1986 WORD palVersion; /*| */
1987 WORD palNumEntries; /*| LOGPALETTE */
1988 PALETTEENTRY palents[256]; /*| */
1989 /* This is to store the palette in 'screen format' */
1990 int screen_palents[256];
1991 DWORD Flags;
1994 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1995 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1997 /* DirectDraw utility functions */
1998 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2000 /*****************************************************************************
2001 * Pixel format management
2003 typedef struct {
2004 WINED3DFORMAT format;
2005 DWORD alphaMask, redMask, greenMask, blueMask;
2006 UINT bpp;
2007 BOOL isFourcc;
2008 GLint glInternal, glGammaInternal, glFormat, glType;
2009 } PixelFormatDesc;
2011 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2013 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2014 return (device->vs_selected_mode != SHADER_NONE
2015 && device->stateBlock->vertexShader
2016 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2017 && !device->strided_streams.u.s.position_transformed);
2020 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2021 return (device->ps_selected_mode != SHADER_NONE
2022 && device->stateBlock->pixelShader
2023 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2026 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2027 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2029 #endif