wined3d: Store the instruction handler index in struct wined3d_shader_instruction.
[wine/testsucceed.git] / dlls / wined3d / wined3d_private.h
blobf55750968a40b08460f31ae033dc486547949784
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 "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
135 void *key;
136 void *value;
137 unsigned int hash;
138 struct list entry;
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
149 unsigned int count;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
161 /* Device caps */
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
192 MAX_LOOKUPS = 1
193 } WINELOOKUP;
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
199 struct min_lookup
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 /* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
222 static inline float float_16_to_32(const unsigned short *in) {
223 const unsigned short s = ((*in) & 0x8000);
224 const unsigned short e = ((*in) & 0x7C00) >> 10;
225 const unsigned short m = (*in) & 0x3FF;
226 const float sgn = (s ? -1.0 : 1.0);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
230 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
231 } else if(e < 31) {
232 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
233 } else {
234 if(m == 0) return sgn / 0.0; /* +INF / -INF */
235 else return 0.0 / 0.0; /* NAN */
240 * Settings
242 #define VS_NONE 0
243 #define VS_HW 1
245 #define PS_NONE 0
246 #define PS_HW 1
248 #define VBO_NONE 0
249 #define VBO_HW 1
251 #define NP2_NONE 0
252 #define NP2_REPACK 1
253 #define NP2_NATIVE 2
255 #define ORM_BACKBUFFER 0
256 #define ORM_PBUFFER 1
257 #define ORM_FBO 2
259 #define SHADER_ARB 1
260 #define SHADER_GLSL 2
261 #define SHADER_ATI 3
262 #define SHADER_NONE 4
264 #define RTL_DISABLE -1
265 #define RTL_AUTO 0
266 #define RTL_READDRAW 1
267 #define RTL_READTEX 2
268 #define RTL_TEXDRAW 3
269 #define RTL_TEXTEX 4
271 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
272 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
274 /* NOTE: When adding fields to this structure, make sure to update the default
275 * values in wined3d_main.c as well. */
276 typedef struct wined3d_settings_s {
277 /* vertex and pixel shader modes */
278 int vs_mode;
279 int ps_mode;
280 int vbo_mode;
281 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
282 we should use it. However, until it's fully implemented, we'll leave it as a registry
283 setting for developers. */
284 BOOL glslRequested;
285 int offscreen_rendering_mode;
286 int rendertargetlock_mode;
287 unsigned short pci_vendor_id;
288 unsigned short pci_device_id;
289 /* Memory tracking and object counting */
290 unsigned int emulated_textureram;
291 char *logo;
292 int allow_multisampling;
293 } wined3d_settings_t;
295 extern wined3d_settings_t wined3d_settings;
297 /* Shader backends */
299 /* TODO: Make this dynamic, based on shader limits ? */
300 #define MAX_ATTRIBS 16
301 #define MAX_REG_ADDR 1
302 #define MAX_REG_TEMP 32
303 #define MAX_REG_TEXCRD 8
304 #define MAX_REG_INPUT 12
305 #define MAX_REG_OUTPUT 12
306 #define MAX_CONST_I 16
307 #define MAX_CONST_B 16
309 /* FIXME: This needs to go up to 2048 for
310 * Shader model 3 according to msdn (and for software shaders) */
311 #define MAX_LABELS 16
313 #define SHADER_PGMSIZE 65535
314 typedef struct SHADER_BUFFER {
315 char* buffer;
316 unsigned int bsize;
317 unsigned int lineNo;
318 BOOL newline;
319 } SHADER_BUFFER;
321 enum WINED3D_SHADER_INSTRUCTION_HANDLER
323 WINED3DSIH_ABS,
324 WINED3DSIH_ADD,
325 WINED3DSIH_BEM,
326 WINED3DSIH_BREAK,
327 WINED3DSIH_BREAKC,
328 WINED3DSIH_BREAKP,
329 WINED3DSIH_CALL,
330 WINED3DSIH_CALLNZ,
331 WINED3DSIH_CMP,
332 WINED3DSIH_CND,
333 WINED3DSIH_CRS,
334 WINED3DSIH_DCL,
335 WINED3DSIH_DEF,
336 WINED3DSIH_DEFB,
337 WINED3DSIH_DEFI,
338 WINED3DSIH_DP2ADD,
339 WINED3DSIH_DP3,
340 WINED3DSIH_DP4,
341 WINED3DSIH_DST,
342 WINED3DSIH_DSX,
343 WINED3DSIH_DSY,
344 WINED3DSIH_ELSE,
345 WINED3DSIH_ENDIF,
346 WINED3DSIH_ENDLOOP,
347 WINED3DSIH_ENDREP,
348 WINED3DSIH_EXP,
349 WINED3DSIH_EXPP,
350 WINED3DSIH_FRC,
351 WINED3DSIH_IF,
352 WINED3DSIH_IFC,
353 WINED3DSIH_LABEL,
354 WINED3DSIH_LIT,
355 WINED3DSIH_LOG,
356 WINED3DSIH_LOGP,
357 WINED3DSIH_LOOP,
358 WINED3DSIH_LRP,
359 WINED3DSIH_M3x2,
360 WINED3DSIH_M3x3,
361 WINED3DSIH_M3x4,
362 WINED3DSIH_M4x3,
363 WINED3DSIH_M4x4,
364 WINED3DSIH_MAD,
365 WINED3DSIH_MAX,
366 WINED3DSIH_MIN,
367 WINED3DSIH_MOV,
368 WINED3DSIH_MOVA,
369 WINED3DSIH_MUL,
370 WINED3DSIH_NOP,
371 WINED3DSIH_NRM,
372 WINED3DSIH_PHASE,
373 WINED3DSIH_POW,
374 WINED3DSIH_RCP,
375 WINED3DSIH_REP,
376 WINED3DSIH_RET,
377 WINED3DSIH_RSQ,
378 WINED3DSIH_SETP,
379 WINED3DSIH_SGE,
380 WINED3DSIH_SGN,
381 WINED3DSIH_SINCOS,
382 WINED3DSIH_SLT,
383 WINED3DSIH_SUB,
384 WINED3DSIH_TEX,
385 WINED3DSIH_TEXBEM,
386 WINED3DSIH_TEXBEML,
387 WINED3DSIH_TEXCOORD,
388 WINED3DSIH_TEXDEPTH,
389 WINED3DSIH_TEXDP3,
390 WINED3DSIH_TEXDP3TEX,
391 WINED3DSIH_TEXKILL,
392 WINED3DSIH_TEXLDD,
393 WINED3DSIH_TEXLDL,
394 WINED3DSIH_TEXM3x2DEPTH,
395 WINED3DSIH_TEXM3x2PAD,
396 WINED3DSIH_TEXM3x2TEX,
397 WINED3DSIH_TEXM3x3,
398 WINED3DSIH_TEXM3x3DIFF,
399 WINED3DSIH_TEXM3x3PAD,
400 WINED3DSIH_TEXM3x3SPEC,
401 WINED3DSIH_TEXM3x3TEX,
402 WINED3DSIH_TEXM3x3VSPEC,
403 WINED3DSIH_TEXREG2AR,
404 WINED3DSIH_TEXREG2GB,
405 WINED3DSIH_TEXREG2RGB,
406 WINED3DSIH_TABLE_SIZE
409 typedef struct semantic
411 DWORD usage;
412 DWORD reg;
413 } semantic;
415 typedef struct shader_reg_maps
417 DWORD shader_version;
418 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
419 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
420 char address[MAX_REG_ADDR]; /* vertex */
421 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
422 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
423 char attributes[MAX_ATTRIBS]; /* vertex */
424 char labels[MAX_LABELS]; /* pixel, vertex */
425 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
427 /* Sampler usage tokens
428 * Use 0 as default (bit 31 is always 1 on a valid token) */
429 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
430 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
431 char usesnrm, vpos, usesdsy;
432 char usesrelconstF;
434 /* Whether or not loops are used in this shader, and nesting depth */
435 unsigned loop_depth;
437 /* Whether or not this shader uses fog */
438 char fog;
440 } shader_reg_maps;
442 typedef struct SHADER_OPCODE
444 unsigned int opcode;
445 const char *name;
446 char dst_token;
447 CONST UINT num_params;
448 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
449 DWORD min_version;
450 DWORD max_version;
451 } SHADER_OPCODE;
453 struct wined3d_shader_instruction
455 IWineD3DBaseShader *shader;
456 const shader_reg_maps *reg_maps;
457 CONST SHADER_OPCODE *opcode;
458 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
459 DWORD flags;
460 BOOL coissue;
461 DWORD dst;
462 DWORD dst_addr;
463 DWORD predicate;
464 DWORD src[4];
465 DWORD src_addr[4];
466 SHADER_BUFFER *buffer;
469 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
471 struct shader_caps {
472 DWORD VertexShaderVersion;
473 DWORD MaxVertexShaderConst;
475 DWORD PixelShaderVersion;
476 float PixelShader1xMaxValue;
478 WINED3DVSHADERCAPS2_0 VS20Caps;
479 WINED3DPSHADERCAPS2_0 PS20Caps;
481 DWORD MaxVShaderInstructionsExecuted;
482 DWORD MaxPShaderInstructionsExecuted;
483 DWORD MaxVertexShader30InstructionSlots;
484 DWORD MaxPixelShader30InstructionSlots;
487 enum tex_types
489 tex_1d = 0,
490 tex_2d = 1,
491 tex_3d = 2,
492 tex_cube = 3,
493 tex_rect = 4,
494 tex_type_count = 5,
497 enum vertexprocessing_mode {
498 fixedfunction,
499 vertexshader,
500 pretransformed
503 #define WINED3D_CONST_NUM_UNUSED ~0U
505 struct stb_const_desc {
506 unsigned char texunit;
507 UINT const_num;
510 enum fogmode {
511 FOG_OFF,
512 FOG_LINEAR,
513 FOG_EXP,
514 FOG_EXP2
517 /* Stateblock dependent parameters which have to be hardcoded
518 * into the shader code
520 struct ps_compile_args {
521 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
522 enum vertexprocessing_mode vp_mode;
523 enum fogmode fog;
524 /* Projected textures(ps 1.0-1.3) */
525 /* Texture types(2D, Cube, 3D) in ps 1.x */
526 BOOL srgb_correction;
527 WORD texrect_fixup;
528 /* Bitmap for texture rect coord fixups (16 samplers max currently).
529 D3D9 has a limit of 16 samplers and the fixup is superfluous
530 in D3D10 (unconditional NP2 support mandatory). */
533 enum fog_src_type {
534 VS_FOG_Z = 0,
535 VS_FOG_COORD = 1
538 struct vs_compile_args {
539 WORD fog_src;
540 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
543 typedef struct {
544 const SHADER_HANDLER *shader_instruction_handler_table;
545 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
546 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
547 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
548 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
549 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
550 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
551 void (*shader_destroy)(IWineD3DBaseShader *iface);
552 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
553 void (*shader_free_private)(IWineD3DDevice *iface);
554 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
555 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
556 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
557 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
558 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
559 } shader_backend_t;
561 extern const shader_backend_t glsl_shader_backend;
562 extern const shader_backend_t arb_program_shader_backend;
563 extern const shader_backend_t none_shader_backend;
565 /* X11 locking */
567 extern void (* CDECL wine_tsx11_lock_ptr)(void);
568 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
570 /* As GLX relies on X, this is needed */
571 extern int num_lock;
573 #if 0
574 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
575 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
576 #else
577 #define ENTER_GL() wine_tsx11_lock_ptr()
578 #define LEAVE_GL() wine_tsx11_unlock_ptr()
579 #endif
581 /*****************************************************************************
582 * Defines
585 /* GL related defines */
586 /* ------------------ */
587 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
588 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
589 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
590 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
592 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
593 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
594 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
595 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
597 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
598 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
599 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
600 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
602 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
603 (vec)[0] = D3DCOLOR_R(dw); \
604 (vec)[1] = D3DCOLOR_G(dw); \
605 (vec)[2] = D3DCOLOR_B(dw); \
606 (vec)[3] = D3DCOLOR_A(dw); \
607 } while(0)
609 /* DirectX Device Limits */
610 /* --------------------- */
611 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
613 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
614 See MaxStreams in MSDN under GetDeviceCaps */
615 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
617 /* Checking of API calls */
618 /* --------------------- */
619 #ifndef WINE_NO_DEBUG_MSGS
620 #define checkGLcall(A) \
621 do { \
622 GLint err = glGetError(); \
623 if (err == GL_NO_ERROR) { \
624 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
626 } else do { \
627 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
628 debug_glerror(err), err, A, __FILE__, __LINE__); \
629 err = glGetError(); \
630 } while (err != GL_NO_ERROR); \
631 } while(0)
632 #else
633 #define checkGLcall(A) do {} while(0)
634 #endif
636 /* Trace routines / diagnostics */
637 /* ---------------------------- */
639 /* Dump out a matrix and copy it */
640 #define conv_mat(mat,gl_mat) \
641 do { \
642 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
643 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
644 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
645 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
646 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
647 } while (0)
649 /* Macro to dump out the current state of the light chain */
650 #define DUMP_LIGHT_CHAIN() \
651 do { \
652 PLIGHTINFOEL *el = This->stateBlock->lights;\
653 while (el) { \
654 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
655 el = el->next; \
657 } while(0)
659 /* Trace vector and strided data information */
660 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
661 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
662 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
663 si->elements[name].buffer_object, si->elements[name].stream_idx);
665 /* Defines used for optimizations */
667 /* Only reapply what is necessary */
668 #define REAPPLY_ALPHAOP 0x0001
669 #define REAPPLY_ALL 0xFFFF
671 /* Advance declaration of structures to satisfy compiler */
672 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
673 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
674 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
675 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
677 /* Global variables */
678 extern const float identity[16];
680 /*****************************************************************************
681 * Compilable extra diagnostics
684 /* Trace information per-vertex: (extremely high amount of trace) */
685 #if 0 /* NOTE: Must be 0 in cvs */
686 # define VTRACE(A) TRACE A
687 #else
688 # define VTRACE(A)
689 #endif
691 /* TODO: Confirm each of these works when wined3d move completed */
692 #if 0 /* NOTE: Must be 0 in cvs */
693 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
694 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
695 is enabled, and if it doesn't exist it is disabled. */
696 # define FRAME_DEBUGGING
697 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
698 the file is deleted */
699 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
700 # define SINGLE_FRAME_DEBUGGING
701 # endif
702 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
703 It can only be enabled when FRAME_DEBUGGING is also enabled
704 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
705 array is drawn. */
706 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
707 # define SHOW_FRAME_MAKEUP 1
708 # endif
709 /* The following, when enabled, lets you see the makeup of the all the textures used during each
710 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
711 The contents of the textures assigned to each stage are written into
712 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
713 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
714 # define SHOW_TEXTURE_MAKEUP 0
715 # endif
716 extern BOOL isOn;
717 extern BOOL isDumpingFrames;
718 extern LONG primCounter;
719 #endif
721 enum wined3d_ffp_idx
723 WINED3D_FFP_POSITION = 0,
724 WINED3D_FFP_BLENDWEIGHT = 1,
725 WINED3D_FFP_BLENDINDICES = 2,
726 WINED3D_FFP_NORMAL = 3,
727 WINED3D_FFP_PSIZE = 4,
728 WINED3D_FFP_DIFFUSE = 5,
729 WINED3D_FFP_SPECULAR = 6,
730 WINED3D_FFP_TEXCOORD0 = 7,
731 WINED3D_FFP_TEXCOORD1 = 8,
732 WINED3D_FFP_TEXCOORD2 = 9,
733 WINED3D_FFP_TEXCOORD3 = 10,
734 WINED3D_FFP_TEXCOORD4 = 11,
735 WINED3D_FFP_TEXCOORD5 = 12,
736 WINED3D_FFP_TEXCOORD6 = 13,
737 WINED3D_FFP_TEXCOORD7 = 14,
740 enum wined3d_ffp_emit_idx
742 WINED3D_FFP_EMIT_FLOAT1 = 0,
743 WINED3D_FFP_EMIT_FLOAT2 = 1,
744 WINED3D_FFP_EMIT_FLOAT3 = 2,
745 WINED3D_FFP_EMIT_FLOAT4 = 3,
746 WINED3D_FFP_EMIT_D3DCOLOR = 4,
747 WINED3D_FFP_EMIT_UBYTE4 = 5,
748 WINED3D_FFP_EMIT_SHORT2 = 6,
749 WINED3D_FFP_EMIT_SHORT4 = 7,
750 WINED3D_FFP_EMIT_UBYTE4N = 8,
751 WINED3D_FFP_EMIT_SHORT2N = 9,
752 WINED3D_FFP_EMIT_SHORT4N = 10,
753 WINED3D_FFP_EMIT_USHORT2N = 11,
754 WINED3D_FFP_EMIT_USHORT4N = 12,
755 WINED3D_FFP_EMIT_UDEC3 = 13,
756 WINED3D_FFP_EMIT_DEC3N = 14,
757 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
758 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
759 WINED3D_FFP_EMIT_COUNT = 17
762 struct wined3d_stream_info_element
764 const struct GlPixelFormatDesc *format_desc;
765 GLsizei stride;
766 const BYTE *data;
767 UINT stream_idx;
768 GLuint buffer_object;
771 struct wined3d_stream_info
773 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
774 BOOL position_transformed;
775 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
776 WORD use_map; /* MAX_ATTRIBS, 16 */
779 /*****************************************************************************
780 * Prototypes
783 /* Routine common to the draw primitive and draw indexed primitive routines */
784 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
785 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
786 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
788 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
789 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
790 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
791 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
792 extern glAttribFunc specular_func_3ubv;
793 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
794 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
795 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
797 #define eps 1e-8
799 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
800 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
802 /* Routines and structures related to state management */
803 typedef struct WineD3DContext WineD3DContext;
804 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
806 #define STATE_RENDER(a) (a)
807 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
809 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
810 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
812 /* + 1 because samplers start with 0 */
813 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
814 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
816 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
817 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
819 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
820 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
822 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
823 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
824 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
825 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
827 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
828 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
830 #define STATE_VSHADER (STATE_VDECL + 1)
831 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
833 #define STATE_VIEWPORT (STATE_VSHADER + 1)
834 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
836 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
837 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
838 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
839 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
841 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
842 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
844 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
845 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
847 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
848 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
850 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
852 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
854 #define STATE_HIGHEST (STATE_FRONTFACE)
856 struct StateEntry
858 DWORD representative;
859 APPLYSTATEFUNC apply;
862 struct StateEntryTemplate
864 DWORD state;
865 struct StateEntry content;
866 GL_SupportedExt extension;
869 struct fragment_caps {
870 DWORD PrimitiveMiscCaps;
872 DWORD TextureOpCaps;
873 DWORD MaxTextureBlendStages;
874 DWORD MaxSimultaneousTextures;
877 struct fragment_pipeline {
878 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
879 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
880 HRESULT (*alloc_private)(IWineD3DDevice *iface);
881 void (*free_private)(IWineD3DDevice *iface);
882 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
883 const struct StateEntryTemplate *states;
884 BOOL ffp_proj_control;
887 extern const struct StateEntryTemplate misc_state_template[];
888 extern const struct StateEntryTemplate ffp_vertexstate_template[];
889 extern const struct fragment_pipeline ffp_fragment_pipeline;
890 extern const struct fragment_pipeline atifs_fragment_pipeline;
891 extern const struct fragment_pipeline arbfp_fragment_pipeline;
892 extern const struct fragment_pipeline nvts_fragment_pipeline;
893 extern const struct fragment_pipeline nvrc_fragment_pipeline;
895 /* "Base" state table */
896 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
897 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
898 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
900 /* Shaders for color conversions in blits */
901 struct blit_shader {
902 HRESULT (*alloc_private)(IWineD3DDevice *iface);
903 void (*free_private)(IWineD3DDevice *iface);
904 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
905 GLenum textype, UINT width, UINT height);
906 void (*unset_shader)(IWineD3DDevice *iface);
907 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
910 extern const struct blit_shader ffp_blit;
911 extern const struct blit_shader arbfp_blit;
913 enum fogsource {
914 FOGSOURCE_FFP,
915 FOGSOURCE_VS,
916 FOGSOURCE_COORD,
919 /* The new context manager that should deal with onscreen and offscreen rendering */
920 struct WineD3DContext {
921 /* State dirtification
922 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
923 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
924 * 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
925 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
927 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
928 DWORD numDirtyEntries;
929 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
931 IWineD3DSurface *surface;
932 DWORD tid; /* Thread ID which owns this context at the moment */
934 /* Stores some information about the context state for optimization */
935 WORD draw_buffer_dirty : 1;
936 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
937 WORD last_was_pshader : 1;
938 WORD last_was_vshader : 1;
939 WORD namedArraysLoaded : 1;
940 WORD numberedArraysLoaded : 1;
941 WORD last_was_blit : 1;
942 WORD last_was_ckey : 1;
943 WORD fog_coord : 1;
944 WORD isPBuffer : 1;
945 WORD fog_enabled : 1;
946 WORD num_untracked_materials : 2; /* Max value 2 */
947 WORD padding : 3;
948 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
949 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
950 DWORD numbered_array_mask;
951 GLenum tracking_parm; /* Which source is tracking current colour */
952 GLenum untracked_materials[2];
953 UINT blit_w, blit_h;
954 enum fogsource fog_source;
956 char *vshader_const_dirty, *pshader_const_dirty;
958 /* The actual opengl context */
959 HGLRC glCtx;
960 HWND win_handle;
961 HDC hdc;
962 HPBUFFERARB pbuffer;
963 GLint aux_buffers;
965 /* FBOs */
966 struct list fbo_list;
967 struct fbo_entry *current_fbo;
968 GLuint src_fbo;
969 GLuint dst_fbo;
971 /* Extension emulation */
972 GLint gl_fog_source;
973 GLfloat fog_coord_value;
974 GLfloat color[4], fogstart, fogend, fogcolor[4];
977 typedef enum ContextUsage {
978 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
979 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
980 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
981 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
982 } ContextUsage;
984 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
985 WineD3DContext *getActiveContext(void);
986 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
987 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
988 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
989 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
990 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
991 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
993 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
994 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
996 /* Macros for doing basic GPU detection based on opengl capabilities */
997 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
998 #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])
999 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1000 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1002 /* Default callbacks for implicit object destruction */
1003 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1005 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1007 /*****************************************************************************
1008 * Internal representation of a light
1010 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1011 struct PLIGHTINFOEL {
1012 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1013 DWORD OriginalIndex;
1014 LONG glIndex;
1015 BOOL changed;
1016 BOOL enabledChanged;
1017 BOOL enabled;
1019 /* Converted parms to speed up swapping lights */
1020 float lightPosn[4];
1021 float lightDirn[4];
1022 float exponent;
1023 float cutoff;
1025 struct list entry;
1028 /* The default light parameters */
1029 extern const WINED3DLIGHT WINED3D_default_light;
1031 typedef struct WineD3D_PixelFormat
1033 int iPixelFormat; /* WGL pixel format */
1034 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1035 int redSize, greenSize, blueSize, alphaSize;
1036 int depthSize, stencilSize;
1037 BOOL windowDrawable;
1038 BOOL pbufferDrawable;
1039 BOOL doubleBuffer;
1040 int auxBuffers;
1041 int numSamples;
1042 } WineD3D_PixelFormat;
1044 /* The adapter structure */
1045 struct WineD3DAdapter
1047 UINT num;
1048 BOOL opengl;
1049 POINT monitorPoint;
1050 WineD3D_GL_Info gl_info;
1051 const char *driver;
1052 const char *description;
1053 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1054 int nCfgs;
1055 WineD3D_PixelFormat *cfgs;
1056 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1057 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1058 unsigned int UsedTextureRam;
1061 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1062 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1063 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1064 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1066 /*****************************************************************************
1067 * High order patch management
1069 struct WineD3DRectPatch
1071 UINT Handle;
1072 float *mem;
1073 WineDirect3DVertexStridedData strided;
1074 WINED3DRECTPATCH_INFO RectPatchInfo;
1075 float numSegs[4];
1076 char has_normals, has_texcoords;
1077 struct list entry;
1080 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1082 enum projection_types
1084 proj_none = 0,
1085 proj_count3 = 1,
1086 proj_count4 = 2
1089 enum dst_arg
1091 resultreg = 0,
1092 tempreg = 1
1095 /*****************************************************************************
1096 * Fixed function pipeline replacements
1098 #define ARG_UNUSED 0xff
1099 struct texture_stage_op
1101 unsigned cop : 8;
1102 unsigned carg1 : 8;
1103 unsigned carg2 : 8;
1104 unsigned carg0 : 8;
1106 unsigned aop : 8;
1107 unsigned aarg1 : 8;
1108 unsigned aarg2 : 8;
1109 unsigned aarg0 : 8;
1111 struct color_fixup_desc color_fixup;
1112 unsigned tex_type : 3;
1113 unsigned dst : 1;
1114 unsigned projected : 2;
1115 unsigned padding : 10;
1118 struct ffp_frag_settings {
1119 struct texture_stage_op op[MAX_TEXTURES];
1120 enum fogmode fog;
1121 /* Use an int instead of a char to get dword alignment */
1122 unsigned int sRGB_write;
1125 struct ffp_frag_desc
1127 struct ffp_frag_settings settings;
1130 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1131 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1132 const struct ffp_frag_settings *settings);
1133 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1134 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1135 unsigned int ffp_frag_program_key_hash(const void *key);
1137 /*****************************************************************************
1138 * IWineD3D implementation structure
1140 typedef struct IWineD3DImpl
1142 /* IUnknown fields */
1143 const IWineD3DVtbl *lpVtbl;
1144 LONG ref; /* Note: Ref counting not required */
1146 /* WineD3D Information */
1147 IUnknown *parent;
1148 UINT dxVersion;
1150 UINT adapter_count;
1151 struct WineD3DAdapter adapters[1];
1152 } IWineD3DImpl;
1154 extern const IWineD3DVtbl IWineD3D_Vtbl;
1156 BOOL InitAdapters(IWineD3DImpl *This);
1158 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1159 (since it will break quite a few things until contexts are managed properly!) */
1160 extern BOOL pbuffer_support;
1161 /* allocate one pbuffer per surface */
1162 extern BOOL pbuffer_per_surface;
1164 /* A helper function that dumps a resource list */
1165 void dumpResources(struct list *list);
1167 /*****************************************************************************
1168 * IWineD3DDevice implementation structure
1170 #define WINED3D_UNMAPPED_STAGE ~0U
1172 struct IWineD3DDeviceImpl
1174 /* IUnknown fields */
1175 const IWineD3DDeviceVtbl *lpVtbl;
1176 LONG ref; /* Note: Ref counting not required */
1178 /* WineD3D Information */
1179 IUnknown *parent;
1180 IWineD3DDeviceParent *device_parent;
1181 IWineD3D *wineD3D;
1182 struct WineD3DAdapter *adapter;
1184 /* Window styles to restore when switching fullscreen mode */
1185 LONG style;
1186 LONG exStyle;
1188 /* X and GL Information */
1189 GLint maxConcurrentLights;
1190 GLenum offscreenBuffer;
1192 /* Selected capabilities */
1193 int vs_selected_mode;
1194 int ps_selected_mode;
1195 const shader_backend_t *shader_backend;
1196 void *shader_priv;
1197 void *fragment_priv;
1198 void *blit_priv;
1199 struct StateEntry StateTable[STATE_HIGHEST + 1];
1200 /* Array of functions for states which are handled by more than one pipeline part */
1201 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1202 const struct fragment_pipeline *frag_pipe;
1203 const struct blit_shader *blitter;
1205 unsigned int max_ffp_textures, max_ffp_texture_stages;
1207 WORD view_ident : 1; /* true iff view matrix is identity */
1208 WORD untransformed : 1;
1209 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1210 WORD isRecordingState : 1;
1211 WORD isInDraw : 1;
1212 WORD render_offscreen : 1;
1213 WORD bCursorVisible : 1;
1214 WORD haveHardwareCursor : 1;
1215 WORD d3d_initialized : 1;
1216 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1217 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1218 WORD useDrawStridedSlow : 1;
1219 WORD instancedDraw : 1;
1220 WORD padding : 3;
1222 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1224 #define DDRAW_PITCH_ALIGNMENT 8
1225 #define D3D8_PITCH_ALIGNMENT 4
1226 unsigned char surface_alignment; /* Line Alignment of surfaces */
1228 /* State block related */
1229 IWineD3DStateBlockImpl *stateBlock;
1230 IWineD3DStateBlockImpl *updateStateBlock;
1232 /* Internal use fields */
1233 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1234 UINT adapterNo;
1235 WINED3DDEVTYPE devType;
1237 IWineD3DSwapChain **swapchains;
1238 UINT NumberOfSwapChains;
1240 struct list resources; /* a linked list to track resources created by the device */
1241 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1242 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1244 /* Render Target Support */
1245 IWineD3DSurface **render_targets;
1246 IWineD3DSurface *auto_depth_stencil_buffer;
1247 IWineD3DSurface *stencilBufferTarget;
1249 /* Caches to avoid unneeded context changes */
1250 IWineD3DSurface *lastActiveRenderTarget;
1251 IWineD3DSwapChain *lastActiveSwapChain;
1253 /* palettes texture management */
1254 UINT NumberOfPalettes;
1255 PALETTEENTRY **palettes;
1256 UINT currentPalette;
1257 UINT paletteConversionShader;
1259 /* For rendering to a texture using glCopyTexImage */
1260 GLenum *draw_buffers;
1261 GLuint depth_blt_texture;
1262 GLuint depth_blt_rb;
1263 UINT depth_blt_rb_w;
1264 UINT depth_blt_rb_h;
1266 /* Cursor management */
1267 UINT xHotSpot;
1268 UINT yHotSpot;
1269 UINT xScreenSpace;
1270 UINT yScreenSpace;
1271 UINT cursorWidth, cursorHeight;
1272 GLuint cursorTexture;
1273 HCURSOR hardwareCursor;
1275 /* The Wine logo surface */
1276 IWineD3DSurface *logo_surface;
1278 /* Textures for when no other textures are mapped */
1279 UINT dummyTextureName[MAX_TEXTURES];
1281 /* Device state management */
1282 HRESULT state;
1284 /* DirectDraw stuff */
1285 DWORD ddraw_width, ddraw_height;
1286 WINED3DFORMAT ddraw_format;
1288 /* Final position fixup constant */
1289 float posFixup[4];
1291 /* With register combiners we can skip junk texture stages */
1292 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1293 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1295 /* Stream source management */
1296 struct wined3d_stream_info strided_streams;
1297 const WineDirect3DVertexStridedData *up_strided;
1299 /* Context management */
1300 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1301 WineD3DContext *activeContext;
1302 DWORD lastThread;
1303 UINT numContexts;
1304 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1305 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1307 /* High level patch management */
1308 #define PATCHMAP_SIZE 43
1309 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1310 struct list patches[PATCHMAP_SIZE];
1311 struct WineD3DRectPatch *currentPatch;
1314 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1316 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1317 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1318 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1319 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1320 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1321 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1322 float Z, DWORD Stencil);
1323 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1324 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1325 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1326 DWORD idx = state >> 5;
1327 BYTE shift = state & 0x1f;
1328 return context->isStateDirty[idx] & (1 << shift);
1331 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1332 typedef struct PrivateData
1334 struct list entry;
1336 GUID tag;
1337 DWORD flags; /* DDSPD_* */
1339 union
1341 LPVOID data;
1342 LPUNKNOWN object;
1343 } ptr;
1345 DWORD size;
1346 } PrivateData;
1348 /*****************************************************************************
1349 * IWineD3DResource implementation structure
1351 typedef struct IWineD3DResourceClass
1353 /* IUnknown fields */
1354 LONG ref; /* Note: Ref counting not required */
1356 /* WineD3DResource Information */
1357 IUnknown *parent;
1358 WINED3DRESOURCETYPE resourceType;
1359 IWineD3DDeviceImpl *wineD3DDevice;
1360 WINED3DPOOL pool;
1361 UINT size;
1362 DWORD usage;
1363 const struct GlPixelFormatDesc *format_desc;
1364 DWORD priority;
1365 BYTE *allocatedMemory; /* Pointer to the real data location */
1366 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1367 struct list privateData;
1368 struct list resource_list_entry;
1370 } IWineD3DResourceClass;
1372 typedef struct IWineD3DResourceImpl
1374 /* IUnknown & WineD3DResource Information */
1375 const IWineD3DResourceVtbl *lpVtbl;
1376 IWineD3DResourceClass resource;
1377 } IWineD3DResourceImpl;
1379 void resource_cleanup(IWineD3DResource *iface);
1380 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1381 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1382 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1383 DWORD resource_get_priority(IWineD3DResource *iface);
1384 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1385 void *data, DWORD *data_size);
1386 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1387 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1388 WINED3DPOOL pool, IUnknown *parent);
1389 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1390 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1391 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1392 const void *data, DWORD data_size, DWORD flags);
1394 /* Tests show that the start address of resources is 32 byte aligned */
1395 #define RESOURCE_ALIGNMENT 32
1397 /*****************************************************************************
1398 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1400 typedef struct IWineD3DIndexBufferImpl
1402 /* IUnknown & WineD3DResource Information */
1403 const IWineD3DIndexBufferVtbl *lpVtbl;
1404 IWineD3DResourceClass resource;
1406 GLuint vbo;
1407 UINT dirtystart, dirtyend;
1408 LONG lockcount;
1410 /* WineD3DVertexBuffer specifics */
1411 } IWineD3DIndexBufferImpl;
1413 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1415 /*****************************************************************************
1416 * IWineD3DBaseTexture D3D- > openGL state map lookups
1418 #define WINED3DFUNC_NOTSUPPORTED -2
1419 #define WINED3DFUNC_UNIMPLEMENTED -1
1421 typedef enum winetexturestates {
1422 WINED3DTEXSTA_ADDRESSU = 0,
1423 WINED3DTEXSTA_ADDRESSV = 1,
1424 WINED3DTEXSTA_ADDRESSW = 2,
1425 WINED3DTEXSTA_BORDERCOLOR = 3,
1426 WINED3DTEXSTA_MAGFILTER = 4,
1427 WINED3DTEXSTA_MINFILTER = 5,
1428 WINED3DTEXSTA_MIPFILTER = 6,
1429 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1430 WINED3DTEXSTA_MAXANISOTROPY = 8,
1431 WINED3DTEXSTA_SRGBTEXTURE = 9,
1432 WINED3DTEXSTA_ELEMENTINDEX = 10,
1433 WINED3DTEXSTA_DMAPOFFSET = 11,
1434 WINED3DTEXSTA_TSSADDRESSW = 12,
1435 MAX_WINETEXTURESTATES = 13,
1436 } winetexturestates;
1438 enum WINED3DSRGB
1440 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1441 SRGB_RGB = 1, /* Loads the rgb texture */
1442 SRGB_SRGB = 2, /* Loads the srgb texture */
1443 SRGB_BOTH = 3, /* Loads both textures */
1446 /*****************************************************************************
1447 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1449 typedef struct IWineD3DBaseTextureClass
1451 DWORD states[MAX_WINETEXTURESTATES];
1452 DWORD srgbstates[MAX_WINETEXTURESTATES];
1453 UINT levels;
1454 BOOL dirty, srgbDirty;
1455 UINT textureName, srgbTextureName;
1456 float pow2Matrix[16];
1457 UINT LOD;
1458 WINED3DTEXTUREFILTERTYPE filterType;
1459 LONG bindCount;
1460 DWORD sampler;
1461 BOOL is_srgb;
1462 BOOL pow2Matrix_identity;
1463 const struct min_lookup *minMipLookup;
1464 const GLenum *magLookup;
1465 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1466 } IWineD3DBaseTextureClass;
1468 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1469 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1470 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1471 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1473 typedef struct IWineD3DBaseTextureImpl
1475 /* IUnknown & WineD3DResource Information */
1476 const IWineD3DBaseTextureVtbl *lpVtbl;
1477 IWineD3DResourceClass resource;
1478 IWineD3DBaseTextureClass baseTexture;
1480 } IWineD3DBaseTextureImpl;
1482 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1483 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1484 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1485 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1486 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1487 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1488 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1489 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1490 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1491 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1492 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1493 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1494 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1495 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1496 void basetexture_unload(IWineD3DBaseTexture *iface);
1497 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1498 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1499 This->baseTexture.is_srgb = srgb;
1502 /*****************************************************************************
1503 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1505 typedef struct IWineD3DTextureImpl
1507 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1508 const IWineD3DTextureVtbl *lpVtbl;
1509 IWineD3DResourceClass resource;
1510 IWineD3DBaseTextureClass baseTexture;
1512 /* IWineD3DTexture */
1513 IWineD3DSurface *surfaces[MAX_LEVELS];
1514 UINT target;
1515 BOOL cond_np2;
1517 } IWineD3DTextureImpl;
1519 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1521 /*****************************************************************************
1522 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1524 typedef struct IWineD3DCubeTextureImpl
1526 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1527 const IWineD3DCubeTextureVtbl *lpVtbl;
1528 IWineD3DResourceClass resource;
1529 IWineD3DBaseTextureClass baseTexture;
1531 /* IWineD3DCubeTexture */
1532 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1533 } IWineD3DCubeTextureImpl;
1535 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1537 typedef struct _WINED3DVOLUMET_DESC
1539 UINT Width;
1540 UINT Height;
1541 UINT Depth;
1542 } WINED3DVOLUMET_DESC;
1544 /*****************************************************************************
1545 * IWineD3DVolume implementation structure (extends IUnknown)
1547 typedef struct IWineD3DVolumeImpl
1549 /* IUnknown & WineD3DResource fields */
1550 const IWineD3DVolumeVtbl *lpVtbl;
1551 IWineD3DResourceClass resource;
1553 /* WineD3DVolume Information */
1554 WINED3DVOLUMET_DESC currentDesc;
1555 IWineD3DBase *container;
1556 BOOL lockable;
1557 BOOL locked;
1558 WINED3DBOX lockedBox;
1559 WINED3DBOX dirtyBox;
1560 BOOL dirty;
1561 } IWineD3DVolumeImpl;
1563 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1565 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1567 /*****************************************************************************
1568 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1570 typedef struct IWineD3DVolumeTextureImpl
1572 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1573 const IWineD3DVolumeTextureVtbl *lpVtbl;
1574 IWineD3DResourceClass resource;
1575 IWineD3DBaseTextureClass baseTexture;
1577 /* IWineD3DVolumeTexture */
1578 IWineD3DVolume *volumes[MAX_LEVELS];
1579 } IWineD3DVolumeTextureImpl;
1581 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1583 typedef struct _WINED3DSURFACET_DESC
1585 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1586 DWORD MultiSampleQuality;
1587 UINT Width;
1588 UINT Height;
1589 } WINED3DSURFACET_DESC;
1591 /*****************************************************************************
1592 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1594 typedef struct wineD3DSurface_DIB {
1595 HBITMAP DIBsection;
1596 void* bitmap_data;
1597 UINT bitmap_size;
1598 HGDIOBJ holdbitmap;
1599 BOOL client_memory;
1600 } wineD3DSurface_DIB;
1602 typedef struct {
1603 struct list entry;
1604 GLuint id;
1605 UINT width;
1606 UINT height;
1607 } renderbuffer_entry_t;
1609 struct fbo_entry
1611 struct list entry;
1612 IWineD3DSurface **render_targets;
1613 IWineD3DSurface *depth_stencil;
1614 BOOL attached;
1615 GLuint id;
1618 /*****************************************************************************
1619 * IWineD3DClipp implementation structure
1621 typedef struct IWineD3DClipperImpl
1623 const IWineD3DClipperVtbl *lpVtbl;
1624 LONG ref;
1626 IUnknown *Parent;
1627 HWND hWnd;
1628 } IWineD3DClipperImpl;
1631 /*****************************************************************************
1632 * IWineD3DSurface implementation structure
1634 struct IWineD3DSurfaceImpl
1636 /* IUnknown & IWineD3DResource Information */
1637 const IWineD3DSurfaceVtbl *lpVtbl;
1638 IWineD3DResourceClass resource;
1640 /* IWineD3DSurface fields */
1641 IWineD3DBase *container;
1642 WINED3DSURFACET_DESC currentDesc;
1643 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1644 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1646 /* TODO: move this off into a management class(maybe!) */
1647 DWORD Flags;
1649 UINT pow2Width;
1650 UINT pow2Height;
1652 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1653 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1655 /* Oversized texture */
1656 RECT glRect;
1658 /* PBO */
1659 GLuint pbo;
1661 RECT lockedRect;
1662 RECT dirtyRect;
1663 int lockCount;
1664 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1666 glDescriptor glDescription;
1668 /* For GetDC */
1669 wineD3DSurface_DIB dib;
1670 HDC hDC;
1672 /* Color keys for DDraw */
1673 WINEDDCOLORKEY DestBltCKey;
1674 WINEDDCOLORKEY DestOverlayCKey;
1675 WINEDDCOLORKEY SrcOverlayCKey;
1676 WINEDDCOLORKEY SrcBltCKey;
1677 DWORD CKeyFlags;
1679 WINEDDCOLORKEY glCKey;
1681 struct list renderbuffers;
1682 renderbuffer_entry_t *current_renderbuffer;
1684 /* DirectDraw clippers */
1685 IWineD3DClipper *clipper;
1687 /* DirectDraw Overlay handling */
1688 RECT overlay_srcrect;
1689 RECT overlay_destrect;
1690 IWineD3DSurfaceImpl *overlay_dest;
1691 struct list overlays;
1692 struct list overlay_entry;
1695 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1696 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1698 /* Predeclare the shared Surface functions */
1699 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1700 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1701 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1702 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1703 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1704 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1705 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1706 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1707 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1708 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1709 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1710 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1711 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1712 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1713 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1714 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1715 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1716 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1717 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1718 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1719 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1720 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1721 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1722 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1723 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1724 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1725 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1726 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1727 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1728 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1729 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1730 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1731 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1732 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1733 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1734 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1735 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1736 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1738 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1739 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1740 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1741 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1743 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1745 /* Surface flags: */
1746 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1747 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1748 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1749 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1750 #define SFLAG_DISCARD 0x00000010 /* ??? */
1751 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1752 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1753 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1754 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1755 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1756 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1757 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1758 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1759 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1760 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1761 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1762 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1763 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1764 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1765 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1766 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1767 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1768 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1769 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1770 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1772 /* In some conditions the surface memory must not be freed:
1773 * SFLAG_OVERSIZE: Not all data can be kept in GL
1774 * SFLAG_CONVERTED: Converting the data back would take too long
1775 * SFLAG_DIBSECTION: The dib code manages the memory
1776 * SFLAG_LOCKED: The app requires access to the surface data
1777 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1778 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1779 * SFLAG_CLIENT: OpenGL uses our memory as backup
1781 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1782 SFLAG_CONVERTED | \
1783 SFLAG_DIBSECTION | \
1784 SFLAG_LOCKED | \
1785 SFLAG_DYNLOCK | \
1786 SFLAG_USERPTR | \
1787 SFLAG_PBO | \
1788 SFLAG_CLIENT)
1790 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1791 SFLAG_INTEXTURE | \
1792 SFLAG_INDRAWABLE | \
1793 SFLAG_INSRGBTEX)
1795 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1796 SFLAG_DS_OFFSCREEN)
1797 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1799 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1801 typedef enum {
1802 NO_CONVERSION,
1803 CONVERT_PALETTED,
1804 CONVERT_PALETTED_CK,
1805 CONVERT_CK_565,
1806 CONVERT_CK_5551,
1807 CONVERT_CK_4444,
1808 CONVERT_CK_4444_ARGB,
1809 CONVERT_CK_1555,
1810 CONVERT_555,
1811 CONVERT_CK_RGB24,
1812 CONVERT_CK_8888,
1813 CONVERT_CK_8888_ARGB,
1814 CONVERT_RGB32_888,
1815 CONVERT_V8U8,
1816 CONVERT_L6V5U5,
1817 CONVERT_X8L8V8U8,
1818 CONVERT_Q8W8V8U8,
1819 CONVERT_V16U16,
1820 CONVERT_A4L4,
1821 CONVERT_G16R16,
1822 } CONVERT_TYPES;
1824 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1826 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1828 /*****************************************************************************
1829 * IWineD3DVertexDeclaration implementation structure
1831 #define MAX_ATTRIBS 16
1833 struct wined3d_vertex_declaration_element
1835 const struct GlPixelFormatDesc *format_desc;
1836 BOOL ffp_valid;
1837 WORD input_slot;
1838 WORD offset;
1839 UINT output_slot;
1840 BYTE method;
1841 BYTE usage;
1842 BYTE usage_idx;
1845 typedef struct IWineD3DVertexDeclarationImpl {
1846 /* IUnknown Information */
1847 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1848 LONG ref;
1850 IUnknown *parent;
1851 IWineD3DDeviceImpl *wineD3DDevice;
1853 struct wined3d_vertex_declaration_element *elements;
1854 UINT element_count;
1856 DWORD streams[MAX_STREAMS];
1857 UINT num_streams;
1858 BOOL position_transformed;
1859 BOOL half_float_conv_needed;
1860 } IWineD3DVertexDeclarationImpl;
1862 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1864 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
1865 const WINED3DVERTEXELEMENT *elements, UINT element_count);
1867 /*****************************************************************************
1868 * IWineD3DStateBlock implementation structure
1871 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1872 /* Note: Very long winded but gl Lists are not flexible enough */
1873 /* to resolve everything we need, so doing it manually for now */
1874 typedef struct SAVEDSTATES {
1875 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1876 WORD streamSource; /* MAX_STREAMS, 16 */
1877 WORD streamFreq; /* MAX_STREAMS, 16 */
1878 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1879 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1880 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1881 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1882 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1883 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1884 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1885 BOOL *pixelShaderConstantsF;
1886 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1887 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1888 BOOL *vertexShaderConstantsF;
1889 WORD primitive_type : 1;
1890 WORD indices : 1;
1891 WORD material : 1;
1892 WORD viewport : 1;
1893 WORD vertexDecl : 1;
1894 WORD pixelShader : 1;
1895 WORD vertexShader : 1;
1896 WORD scissorRect : 1;
1897 WORD padding : 1;
1898 } SAVEDSTATES;
1900 struct StageState {
1901 DWORD stage;
1902 DWORD state;
1905 struct IWineD3DStateBlockImpl
1907 /* IUnknown fields */
1908 const IWineD3DStateBlockVtbl *lpVtbl;
1909 LONG ref; /* Note: Ref counting not required */
1911 /* IWineD3DStateBlock information */
1912 IUnknown *parent;
1913 IWineD3DDeviceImpl *wineD3DDevice;
1914 WINED3DSTATEBLOCKTYPE blockType;
1916 /* Array indicating whether things have been set or changed */
1917 SAVEDSTATES changed;
1919 /* Vertex Shader Declaration */
1920 IWineD3DVertexDeclaration *vertexDecl;
1922 IWineD3DVertexShader *vertexShader;
1924 /* Vertex Shader Constants */
1925 BOOL vertexShaderConstantB[MAX_CONST_B];
1926 INT vertexShaderConstantI[MAX_CONST_I * 4];
1927 float *vertexShaderConstantF;
1929 /* primitive type */
1930 GLenum gl_primitive_type;
1932 /* Stream Source */
1933 BOOL streamIsUP;
1934 UINT streamStride[MAX_STREAMS];
1935 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1936 IWineD3DBuffer *streamSource[MAX_STREAMS];
1937 UINT streamFreq[MAX_STREAMS + 1];
1938 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1940 /* Indices */
1941 IWineD3DIndexBuffer* pIndexData;
1942 INT baseVertexIndex;
1943 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1945 /* Transform */
1946 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1948 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1949 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1950 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1951 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1952 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1954 /* Clipping */
1955 double clipplane[MAX_CLIPPLANES][4];
1956 WINED3DCLIPSTATUS clip_status;
1958 /* ViewPort */
1959 WINED3DVIEWPORT viewport;
1961 /* Material */
1962 WINED3DMATERIAL material;
1964 /* Pixel Shader */
1965 IWineD3DPixelShader *pixelShader;
1967 /* Pixel Shader Constants */
1968 BOOL pixelShaderConstantB[MAX_CONST_B];
1969 INT pixelShaderConstantI[MAX_CONST_I * 4];
1970 float *pixelShaderConstantF;
1972 /* RenderState */
1973 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1975 /* Texture */
1976 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1978 /* Texture State Stage */
1979 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1980 DWORD lowest_disabled_stage;
1981 /* Sampler States */
1982 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1984 /* Scissor test rectangle */
1985 RECT scissorRect;
1987 /* Contained state management */
1988 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1989 unsigned int num_contained_render_states;
1990 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1991 unsigned int num_contained_transform_states;
1992 DWORD contained_vs_consts_i[MAX_CONST_I];
1993 unsigned int num_contained_vs_consts_i;
1994 DWORD contained_vs_consts_b[MAX_CONST_B];
1995 unsigned int num_contained_vs_consts_b;
1996 DWORD *contained_vs_consts_f;
1997 unsigned int num_contained_vs_consts_f;
1998 DWORD contained_ps_consts_i[MAX_CONST_I];
1999 unsigned int num_contained_ps_consts_i;
2000 DWORD contained_ps_consts_b[MAX_CONST_B];
2001 unsigned int num_contained_ps_consts_b;
2002 DWORD *contained_ps_consts_f;
2003 unsigned int num_contained_ps_consts_f;
2004 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2005 unsigned int num_contained_tss_states;
2006 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2007 unsigned int num_contained_sampler_states;
2010 extern void stateblock_savedstates_set(
2011 IWineD3DStateBlock* iface,
2012 SAVEDSTATES* states,
2013 BOOL value);
2015 extern void stateblock_copy(
2016 IWineD3DStateBlock* destination,
2017 IWineD3DStateBlock* source);
2019 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2021 /* Direct3D terminology with little modifications. We do not have an issued state
2022 * because only the driver knows about it, but we have a created state because d3d
2023 * allows GetData on a created issue, but opengl doesn't
2025 enum query_state {
2026 QUERY_CREATED,
2027 QUERY_SIGNALLED,
2028 QUERY_BUILDING
2030 /*****************************************************************************
2031 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2033 typedef struct IWineD3DQueryImpl
2035 const IWineD3DQueryVtbl *lpVtbl;
2036 LONG ref; /* Note: Ref counting not required */
2038 IUnknown *parent;
2039 /*TODO: replace with iface usage */
2040 #if 0
2041 IWineD3DDevice *wineD3DDevice;
2042 #else
2043 IWineD3DDeviceImpl *wineD3DDevice;
2044 #endif
2046 /* IWineD3DQuery fields */
2047 enum query_state state;
2048 WINED3DQUERYTYPE type;
2049 /* TODO: Think about using a IUnknown instead of a void* */
2050 void *extendedData;
2053 } IWineD3DQueryImpl;
2055 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2056 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2057 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2059 /* Datastructures for IWineD3DQueryImpl.extendedData */
2060 typedef struct WineQueryOcclusionData {
2061 GLuint queryId;
2062 WineD3DContext *ctx;
2063 } WineQueryOcclusionData;
2065 typedef struct WineQueryEventData {
2066 GLuint fenceId;
2067 WineD3DContext *ctx;
2068 } WineQueryEventData;
2070 /* IWineD3DBuffer */
2072 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2073 * fixed function semantics as D3DCOLOR or FLOAT16 */
2074 enum wined3d_buffer_conversion_type
2076 CONV_NONE,
2077 CONV_D3DCOLOR,
2078 CONV_POSITIONT,
2079 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2082 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2083 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2084 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2085 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2087 struct wined3d_buffer
2089 const struct IWineD3DBufferVtbl *vtbl;
2090 IWineD3DResourceClass resource;
2092 struct wined3d_buffer_desc desc;
2094 GLuint buffer_object;
2095 GLenum buffer_object_usage;
2096 UINT buffer_object_size;
2097 LONG bind_count;
2098 DWORD flags;
2100 UINT dirty_start;
2101 UINT dirty_end;
2102 LONG lock_count;
2104 /* legacy vertex buffers */
2105 DWORD fvf;
2107 /* conversion stuff */
2108 UINT conversion_count;
2109 UINT draw_count;
2110 UINT stride; /* 0 if no conversion */
2111 UINT conversion_stride; /* 0 if no shifted conversion */
2112 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2113 /* Extra load offsets, for FLOAT16 conversion */
2114 UINT *conversion_shift; /* NULL if no shifted conversion */
2117 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2118 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2120 /* IWineD3DRendertargetView */
2121 struct wined3d_rendertarget_view
2123 const struct IWineD3DRendertargetViewVtbl *vtbl;
2124 LONG refcount;
2126 IWineD3DResource *resource;
2127 IUnknown *parent;
2130 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2132 /*****************************************************************************
2133 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2136 typedef struct IWineD3DSwapChainImpl
2138 /*IUnknown part*/
2139 const IWineD3DSwapChainVtbl *lpVtbl;
2140 LONG ref; /* Note: Ref counting not required */
2142 IUnknown *parent;
2143 IWineD3DDeviceImpl *wineD3DDevice;
2145 /* IWineD3DSwapChain fields */
2146 IWineD3DSurface **backBuffer;
2147 IWineD3DSurface *frontBuffer;
2148 WINED3DPRESENT_PARAMETERS presentParms;
2149 DWORD orig_width, orig_height;
2150 WINED3DFORMAT orig_fmt;
2151 WINED3DGAMMARAMP orig_gamma;
2153 long prev_time, frames; /* Performance tracking */
2154 unsigned int vSyncCounter;
2156 WineD3DContext **context; /* Later a array for multithreading */
2157 unsigned int num_contexts;
2159 HWND win_handle;
2160 } IWineD3DSwapChainImpl;
2162 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2163 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2164 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2166 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2167 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2168 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2169 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2170 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2171 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2172 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2173 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2174 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2175 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2176 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2177 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2179 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2181 /*****************************************************************************
2182 * Utility function prototypes
2185 /* Trace routines */
2186 const char* debug_d3dformat(WINED3DFORMAT fmt);
2187 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2188 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2189 const char* debug_d3dusage(DWORD usage);
2190 const char* debug_d3dusagequery(DWORD usagequery);
2191 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2192 const char* debug_d3ddeclusage(BYTE usage);
2193 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2194 const char* debug_d3drenderstate(DWORD state);
2195 const char* debug_d3dsamplerstate(DWORD state);
2196 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2197 const char* debug_d3dtexturestate(DWORD state);
2198 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2199 const char* debug_d3dpool(WINED3DPOOL pool);
2200 const char *debug_fbostatus(GLenum status);
2201 const char *debug_glerror(GLenum error);
2202 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2203 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2204 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2205 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2206 const char *debug_surflocation(DWORD flag);
2208 /* Routines for GL <-> D3D values */
2209 GLenum StencilOp(DWORD op);
2210 GLenum CompareFunc(DWORD func);
2211 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2212 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2213 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2214 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2215 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2216 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2217 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2218 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2219 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2220 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2221 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2223 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2224 void surface_force_reload(IWineD3DSurface *iface);
2225 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2226 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2227 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2228 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2229 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2230 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2232 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2233 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2234 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2236 /* Math utils */
2237 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2238 UINT wined3d_log2i(UINT32 x);
2240 typedef struct local_constant {
2241 struct list entry;
2242 unsigned int idx;
2243 DWORD value[4];
2244 } local_constant;
2246 /* Undocumented opcode controls */
2247 #define INST_CONTROLS_SHIFT 16
2248 #define INST_CONTROLS_MASK 0x00ff0000
2250 typedef enum COMPARISON_TYPE {
2251 COMPARISON_GT = 1,
2252 COMPARISON_EQ = 2,
2253 COMPARISON_GE = 3,
2254 COMPARISON_LT = 4,
2255 COMPARISON_NE = 5,
2256 COMPARISON_LE = 6
2257 } COMPARISON_TYPE;
2259 typedef struct SHADER_LIMITS {
2260 unsigned int temporary;
2261 unsigned int texcoord;
2262 unsigned int sampler;
2263 unsigned int constant_int;
2264 unsigned int constant_float;
2265 unsigned int constant_bool;
2266 unsigned int address;
2267 unsigned int packed_output;
2268 unsigned int packed_input;
2269 unsigned int attributes;
2270 unsigned int label;
2271 } SHADER_LIMITS;
2273 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2274 maintain state information between multiple codes */
2275 typedef struct SHADER_PARSE_STATE {
2276 unsigned int current_row;
2277 DWORD texcoord_w[2];
2278 } SHADER_PARSE_STATE;
2280 #ifdef __GNUC__
2281 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2282 #else
2283 #define PRINTF_ATTR(fmt,args)
2284 #endif
2286 /* Base Shader utility functions.
2287 * (may move callers into the same file in the future) */
2288 extern int shader_addline(
2289 SHADER_BUFFER* buffer,
2290 const char* fmt, ...) PRINTF_ATTR(2,3);
2291 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2293 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2295 /* Vertex shader utility functions */
2296 extern BOOL vshader_get_input(
2297 IWineD3DVertexShader* iface,
2298 BYTE usage_req, BYTE usage_idx_req,
2299 unsigned int* regnum);
2301 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2303 /* GLSL helper functions */
2304 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2306 /*****************************************************************************
2307 * IDirect3DBaseShader implementation structure
2309 typedef struct IWineD3DBaseShaderClass
2311 LONG ref;
2312 SHADER_LIMITS limits;
2313 SHADER_PARSE_STATE parse_state;
2314 CONST SHADER_OPCODE *shader_ins;
2315 DWORD *function;
2316 UINT functionLength;
2317 UINT cur_loop_depth, cur_loop_regno;
2318 BOOL load_local_constsF;
2319 BOOL uses_bool_consts, uses_int_consts;
2321 /* Type of shader backend */
2322 int shader_mode;
2324 /* Programs this shader is linked with */
2325 struct list linked_programs;
2327 /* Immediate constants (override global ones) */
2328 struct list constantsB;
2329 struct list constantsF;
2330 struct list constantsI;
2331 shader_reg_maps reg_maps;
2333 /* Pointer to the parent device */
2334 IWineD3DDevice *device;
2335 struct list shader_list_entry;
2337 } IWineD3DBaseShaderClass;
2339 typedef struct IWineD3DBaseShaderImpl {
2340 /* IUnknown */
2341 const IWineD3DBaseShaderVtbl *lpVtbl;
2343 /* IWineD3DBaseShader */
2344 IWineD3DBaseShaderClass baseShader;
2345 } IWineD3DBaseShaderImpl;
2347 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2348 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2349 void shader_cleanup(IWineD3DBaseShader *iface);
2350 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2351 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2352 void shader_init(struct IWineD3DBaseShaderClass *shader,
2353 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2354 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2356 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2357 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2359 static inline int shader_get_regtype(const DWORD param) {
2360 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2361 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2364 static inline int shader_get_writemask(const DWORD param) {
2365 return param & WINED3DSP_WRITEMASK_ALL;
2368 static inline BOOL shader_is_pshader_version(DWORD token) {
2369 return 0xFFFF0000 == (token & 0xFFFF0000);
2372 static inline BOOL shader_is_vshader_version(DWORD token) {
2373 return 0xFFFE0000 == (token & 0xFFFF0000);
2376 static inline BOOL shader_is_comment(DWORD token) {
2377 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2380 static inline BOOL shader_is_scalar(DWORD param) {
2381 DWORD reg_type = shader_get_regtype(param);
2382 DWORD reg_num;
2384 switch (reg_type) {
2385 case WINED3DSPR_RASTOUT:
2386 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2387 /* oFog & oPts */
2388 return TRUE;
2390 /* oPos */
2391 return FALSE;
2393 case WINED3DSPR_DEPTHOUT: /* oDepth */
2394 case WINED3DSPR_CONSTBOOL: /* b# */
2395 case WINED3DSPR_LOOP: /* aL */
2396 case WINED3DSPR_PREDICATE: /* p0 */
2397 return TRUE;
2399 case WINED3DSPR_MISCTYPE:
2400 reg_num = param & WINED3DSP_REGNUM_MASK;
2401 switch(reg_num) {
2402 case 0: /* vPos */
2403 return FALSE;
2404 case 1: /* vFace */
2405 return TRUE;
2406 default:
2407 return FALSE;
2410 default:
2411 return FALSE;
2415 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2416 local_constant* lconst;
2418 if(This->baseShader.load_local_constsF) return FALSE;
2419 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2420 if(lconst->idx == reg) return TRUE;
2422 return FALSE;
2426 /*****************************************************************************
2427 * IDirect3DVertexShader implementation structures
2430 struct vs_compiled_shader {
2431 struct vs_compile_args args;
2432 GLuint prgId;
2435 typedef struct IWineD3DVertexShaderImpl {
2436 /* IUnknown parts*/
2437 const IWineD3DVertexShaderVtbl *lpVtbl;
2439 /* IWineD3DBaseShader */
2440 IWineD3DBaseShaderClass baseShader;
2442 /* IWineD3DVertexShaderImpl */
2443 IUnknown *parent;
2445 DWORD usage;
2447 /* The GL shader */
2448 struct vs_compiled_shader *gl_shaders;
2449 UINT num_gl_shaders, shader_array_size;
2451 /* Vertex shader input and output semantics */
2452 semantic semantics_in [MAX_ATTRIBS];
2453 semantic semantics_out [MAX_REG_OUTPUT];
2455 UINT min_rel_offset, max_rel_offset;
2456 UINT rel_offset;
2458 UINT recompile_count;
2460 const struct vs_compile_args *cur_args;
2461 } IWineD3DVertexShaderImpl;
2462 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2463 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2465 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2466 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2468 /*****************************************************************************
2469 * IDirect3DPixelShader implementation structure
2471 struct ps_compiled_shader {
2472 struct ps_compile_args args;
2473 GLuint prgId;
2476 typedef struct IWineD3DPixelShaderImpl {
2477 /* IUnknown parts */
2478 const IWineD3DPixelShaderVtbl *lpVtbl;
2480 /* IWineD3DBaseShader */
2481 IWineD3DBaseShaderClass baseShader;
2483 /* IWineD3DPixelShaderImpl */
2484 IUnknown *parent;
2486 /* Pixel shader input semantics */
2487 semantic semantics_in [MAX_REG_INPUT];
2488 DWORD input_reg_map[MAX_REG_INPUT];
2489 BOOL input_reg_used[MAX_REG_INPUT];
2490 int declared_in_count;
2492 /* The GL shader */
2493 struct ps_compiled_shader *gl_shaders;
2494 UINT num_gl_shaders, shader_array_size;
2496 /* Some information about the shader behavior */
2497 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2498 unsigned char numbumpenvmatconsts;
2499 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2500 char vpos_uniform;
2502 const struct ps_compile_args *cur_args;
2503 } IWineD3DPixelShaderImpl;
2505 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2506 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2507 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2508 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2510 /* sRGB correction constants */
2511 static const float srgb_cmp = 0.0031308;
2512 static const float srgb_mul_low = 12.92;
2513 static const float srgb_pow = 0.41666;
2514 static const float srgb_mul_high = 1.055;
2515 static const float srgb_sub_high = 0.055;
2517 /*****************************************************************************
2518 * IWineD3DPalette implementation structure
2520 struct IWineD3DPaletteImpl {
2521 /* IUnknown parts */
2522 const IWineD3DPaletteVtbl *lpVtbl;
2523 LONG ref;
2525 IUnknown *parent;
2526 IWineD3DDeviceImpl *wineD3DDevice;
2528 /* IWineD3DPalette */
2529 HPALETTE hpal;
2530 WORD palVersion; /*| */
2531 WORD palNumEntries; /*| LOGPALETTE */
2532 PALETTEENTRY palents[256]; /*| */
2533 /* This is to store the palette in 'screen format' */
2534 int screen_palents[256];
2535 DWORD Flags;
2538 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2539 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2541 /* DirectDraw utility functions */
2542 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2544 /*****************************************************************************
2545 * Pixel format management
2548 struct GlPixelFormatDesc
2550 WINED3DFORMAT format;
2551 DWORD red_mask;
2552 DWORD green_mask;
2553 DWORD blue_mask;
2554 DWORD alpha_mask;
2555 UINT byte_count;
2556 WORD depth_size;
2557 WORD stencil_size;
2559 enum wined3d_ffp_emit_idx emit_idx;
2560 GLint component_count;
2561 GLenum gl_vtx_type;
2562 GLint gl_vtx_format;
2563 GLboolean gl_normalized;
2564 unsigned int component_size;
2566 GLint glInternal;
2567 GLint glGammaInternal;
2568 GLint rtInternal;
2569 GLint glFormat;
2570 GLint glType;
2571 unsigned int Flags;
2572 float heightscale;
2573 struct color_fixup_desc color_fixup;
2576 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2578 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2580 return (stateblock->vertexShader
2581 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2582 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2585 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2587 return (stateblock->pixelShader
2588 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2591 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2592 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2593 #endif