2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
42 #include "wine/wined3d_interface.h"
43 #include "wine/wined3d_caps.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
47 /* Hash table functions */
48 typedef unsigned int (hash_function_t
)(void *key
);
49 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
59 hash_function_t
*hash_function
;
60 compare_function_t
*compare_function
;
62 unsigned int bucket_count
;
63 hash_table_entry_t
*entries
;
64 unsigned int entry_count
;
65 struct list free_entries
;
67 unsigned int grow_size
;
68 unsigned int shrink_size
;
71 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
72 void hash_table_destroy(hash_table_t
*table
);
73 void *hash_table_get(hash_table_t
*table
, void *key
);
74 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
75 void hash_table_remove(hash_table_t
*table
, void *key
);
78 #define MAX_PALETTES 256
79 #define MAX_STREAMS 16
80 #define MAX_TEXTURES 8
81 #define MAX_SAMPLERS 16
82 #define MAX_ACTIVE_LIGHTS 8
83 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
84 #define MAX_LEVELS 256
86 #define MAX_CONST_I 16
87 #define MAX_CONST_B 16
89 /* Used for CreateStateBlock */
90 #define NUM_SAVEDPIXELSTATES_R 35
91 #define NUM_SAVEDPIXELSTATES_T 18
92 #define NUM_SAVEDPIXELSTATES_S 12
93 #define NUM_SAVEDVERTEXSTATES_R 31
94 #define NUM_SAVEDVERTEXSTATES_T 2
95 #define NUM_SAVEDVERTEXSTATES_S 1
97 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
98 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
99 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
100 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
101 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
102 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
104 typedef enum _WINELOOKUP
{
105 WINELOOKUP_WARPPARAM
= 0,
106 WINELOOKUP_MAGFILTER
= 1,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
116 typedef struct _WINED3DGLTYPE
{
120 GLboolean normalized
;
124 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
125 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
126 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
130 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
131 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
132 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
133 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
134 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
135 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
136 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
139 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
140 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
142 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
144 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
145 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
146 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
147 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
148 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
167 #define ORM_BACKBUFFER 0
168 #define ORM_PBUFFER 1
173 #define SHADER_GLSL 2
174 #define SHADER_NONE 3
176 #define RTL_DISABLE -1
178 #define RTL_READDRAW 1
179 #define RTL_READTEX 2
180 #define RTL_TEXDRAW 3
183 /* NOTE: When adding fields to this structure, make sure to update the default
184 * values in wined3d_main.c as well. */
185 typedef struct wined3d_settings_s
{
186 /* vertex and pixel shader modes */
190 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
191 we should use it. However, until it's fully implemented, we'll leave it as a registry
192 setting for developers. */
194 int offscreen_rendering_mode
;
195 int rendertargetlock_mode
;
196 /* Memory tracking and object counting */
197 unsigned int emulated_textureram
;
198 } wined3d_settings_t
;
200 extern wined3d_settings_t wined3d_settings
;
202 /* Shader backends */
205 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
206 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
207 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
208 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
211 extern const shader_backend_t glsl_shader_backend
;
212 extern const shader_backend_t arb_program_shader_backend
;
213 extern const shader_backend_t none_shader_backend
;
217 extern void (*wine_tsx11_lock_ptr
)(void);
218 extern void (*wine_tsx11_unlock_ptr
)(void);
220 /* As GLX relies on X, this is needed */
224 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
225 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
227 #define ENTER_GL() wine_tsx11_lock_ptr()
228 #define LEAVE_GL() wine_tsx11_unlock_ptr()
231 /*****************************************************************************
235 /* GL related defines */
236 /* ------------------ */
237 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
238 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
239 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
240 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
242 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
243 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
244 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
245 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
247 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
248 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
249 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
252 #define D3DCOLORTOGLFLOAT4(dw, vec) \
253 (vec)[0] = D3DCOLOR_R(dw); \
254 (vec)[1] = D3DCOLOR_G(dw); \
255 (vec)[2] = D3DCOLOR_B(dw); \
256 (vec)[3] = D3DCOLOR_A(dw);
258 /* DirectX Device Limits */
259 /* --------------------- */
260 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
262 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
263 See MaxStreams in MSDN under GetDeviceCaps */
264 /* Maximum number of constants provided to the shaders */
265 #define HIGHEST_TRANSFORMSTATE 512
266 /* Highest value in WINED3DTRANSFORMSTATETYPE */
267 #define MAX_PALETTES 256
269 /* Checking of API calls */
270 /* --------------------- */
271 #define checkGLcall(A) \
273 GLint err = glGetError(); \
274 if (err == GL_NO_ERROR) { \
275 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
278 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
279 err, A, __FILE__, __LINE__); \
280 err = glGetError(); \
281 } while (err != GL_NO_ERROR); \
284 /* Trace routines / diagnostics */
285 /* ---------------------------- */
287 /* Dump out a matrix and copy it */
288 #define conv_mat(mat,gl_mat) \
290 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
291 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
292 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
293 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
294 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
297 /* Macro to dump out the current state of the light chain */
298 #define DUMP_LIGHT_CHAIN() \
300 PLIGHTINFOEL *el = This->stateBlock->lights;\
302 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
307 /* Trace vector and strided data information */
308 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
309 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
311 /* Defines used for optimizations */
313 /* Only reapply what is necessary */
314 #define REAPPLY_ALPHAOP 0x0001
315 #define REAPPLY_ALL 0xFFFF
317 /* Advance declaration of structures to satisfy compiler */
318 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
319 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
320 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
321 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
325 /* TODO: Move some of this to the device */
326 long globalChangeGlRam(long glram
);
328 /* Memory and object tracking */
330 /*Structure for holding information on all direct3d objects
331 useful for making sure tracking is ok and when release is called on a device!
332 and probably quite handy for debugging and dumping states out
334 typedef struct WineD3DGlobalStatistics
{
335 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
336 } WineD3DGlobalStatistics
;
338 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
340 /* Global variables */
341 extern const float identity
[16];
343 /*****************************************************************************
344 * Compilable extra diagnostics
347 /* Trace information per-vertex: (extremely high amount of trace) */
348 #if 0 /* NOTE: Must be 0 in cvs */
349 # define VTRACE(A) TRACE A
354 /* Checking of per-vertex related GL calls */
355 /* --------------------- */
356 #define vcheckGLcall(A) \
358 GLint err = glGetError(); \
359 if (err == GL_NO_ERROR) { \
360 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
363 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
364 err, A, __FILE__, __LINE__); \
365 err = glGetError(); \
366 } while (err != GL_NO_ERROR); \
369 /* TODO: Confirm each of these works when wined3d move completed */
370 #if 0 /* NOTE: Must be 0 in cvs */
371 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
372 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
373 is enabled, and if it doesn't exist it is disabled. */
374 # define FRAME_DEBUGGING
375 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
376 the file is deleted */
377 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
378 # define SINGLE_FRAME_DEBUGGING
380 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
381 It can only be enabled when FRAME_DEBUGGING is also enabled
382 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
384 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
385 # define SHOW_FRAME_MAKEUP 1
387 /* The following, when enabled, lets you see the makeup of the all the textures used during each
388 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
389 The contents of the textures assigned to each stage are written into
390 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
391 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
392 # define SHOW_TEXTURE_MAKEUP 0
395 extern BOOL isDumpingFrames
;
396 extern LONG primCounter
;
399 /*****************************************************************************
403 /* Routine common to the draw primitive and draw indexed primitive routines */
404 void drawPrimitive(IWineD3DDevice
*iface
,
408 long StartVertexIndex
,
409 UINT numberOfVertices
,
415 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, BOOL
*fixup
);
417 void primitiveDeclarationConvertToStridedData(
418 IWineD3DDevice
*iface
,
419 BOOL useVertexShaderFunction
,
420 WineDirect3DVertexStridedData
*strided
,
423 void primitiveConvertFVFtoOffset(DWORD thisFVF
,
426 WineDirect3DVertexStridedData
*strided
,
430 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
434 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
435 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
437 /* Routines and structures related to state management */
438 typedef struct WineD3DContext WineD3DContext
;
439 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
441 #define STATE_RENDER(a) (a)
442 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
444 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
445 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
447 /* + 1 because samplers start with 0 */
448 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
449 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
451 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
452 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
454 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
455 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
457 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
458 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
459 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
460 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
462 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
463 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
465 #define STATE_VSHADER (STATE_VDECL + 1)
466 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
468 #define STATE_VIEWPORT (STATE_VSHADER + 1)
469 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
471 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
472 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
473 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
474 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
476 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
477 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
479 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
480 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
482 #define STATE_HIGHEST (STATE_SCISSORRECT)
486 DWORD representative
;
487 APPLYSTATEFUNC apply
;
490 /* Global state table */
491 extern const struct StateEntry StateTable
[];
493 /* The new context manager that should deal with onscreen and offscreen rendering */
494 struct WineD3DContext
{
495 /* State dirtification
496 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
497 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
498 * 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
499 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
501 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
502 DWORD numDirtyEntries
;
503 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
505 IWineD3DSurface
*surface
;
506 /* TODO: Thread this ctx belongs to */
508 /* Stores some inforation about the context state for optimization */
509 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
510 BOOL last_was_pshader
;
511 BOOL last_was_vshader
;
512 BOOL last_was_foggy_shader
;
513 BOOL namedArraysLoaded
, numberedArraysLoaded
;
514 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
515 GLenum tracking_parm
; /* Which source is tracking current colour */
516 BOOL last_was_blit
, last_was_ckey
;
518 /* The actual opengl context */
525 typedef enum ContextUsage
{
526 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
527 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
528 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
531 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
532 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, Display
*display
, Window win
);
533 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
534 void set_render_target_fbo(IWineD3DDevice
*iface
, DWORD idx
, IWineD3DSurface
*render_target
);
536 /* Routine to fill gl caps for swapchains and IWineD3D */
537 BOOL
IWineD3DImpl_FillGLCaps(IWineD3D
*iface
, Display
* display
);
539 /* Macros for doing basic GPU detection based on opengl capabilities */
540 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
541 #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])
542 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
543 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
545 /* Default callbacks for implicit object destruction */
546 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
548 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
550 /*****************************************************************************
551 * Internal representation of a light
553 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
554 struct PLIGHTINFOEL
{
555 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
561 /* Converted parms to speed up swapping lights */
570 /* The default light parameters */
571 extern const WINED3DLIGHT WINED3D_default_light
;
573 /*****************************************************************************
574 * IWineD3D implementation structure
576 typedef struct IWineD3DImpl
578 /* IUnknown fields */
579 const IWineD3DVtbl
*lpVtbl
;
580 LONG ref
; /* Note: Ref counting not required */
582 /* WineD3D Information */
588 WineD3D_GL_Info gl_info
;
591 extern const IWineD3DVtbl IWineD3D_Vtbl
;
593 /* TODO: setup some flags in the registry to enable, disable pbuffer support
594 (since it will break quite a few things until contexts are managed properly!) */
595 extern BOOL pbuffer_support
;
596 /* allocate one pbuffer per surface */
597 extern BOOL pbuffer_per_surface
;
599 typedef struct ResourceList
{
600 IWineD3DResource
*resource
;
601 struct ResourceList
*next
;
604 /* A helper function that dumps a resource list */
605 void dumpResources(ResourceList
*resources
);
607 /*****************************************************************************
608 * IWineD3DDevice implementation structure
610 struct IWineD3DDeviceImpl
612 /* IUnknown fields */
613 const IWineD3DDeviceVtbl
*lpVtbl
;
614 LONG ref
; /* Note: Ref counting not required */
616 /* WineD3D Information */
620 /* Window styles to restore when switching fullscreen mode */
624 /* X and GL Information */
625 GLint maxConcurrentLights
;
626 GLenum offscreenBuffer
;
628 /* Selected capabilities */
629 int vs_selected_mode
;
630 int ps_selected_mode
;
631 const shader_backend_t
*shader_backend
;
632 hash_table_t
*glsl_program_lookup
;
635 BOOL view_ident
; /* true iff view matrix is identity */
638 /* State block related */
639 BOOL isRecordingState
;
640 IWineD3DStateBlockImpl
*stateBlock
;
641 IWineD3DStateBlockImpl
*updateStateBlock
;
644 /* Internal use fields */
645 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
647 WINED3DDEVTYPE devType
;
649 IWineD3DSwapChain
**swapchains
;
650 uint NumberOfSwapChains
;
652 ResourceList
*resources
; /* a linked list to track resources created by the device */
654 /* Render Target Support */
655 IWineD3DSurface
**render_targets
;
656 IWineD3DSurface
*depthStencilBuffer
;
658 IWineD3DSurface
*stencilBufferTarget
;
660 /* Caches to avoid unneeded context changes */
661 IWineD3DSurface
*lastActiveRenderTarget
;
662 IWineD3DSwapChain
*lastActiveSwapChain
;
664 /* palettes texture management */
665 PALETTEENTRY palettes
[MAX_PALETTES
][256];
668 /* For rendering to a texture using glCopyTexImage */
669 BOOL render_offscreen
;
670 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
672 GLenum
*draw_buffers
;
674 /* Cursor management */
680 UINT cursorWidth
, cursorHeight
;
681 GLuint cursorTexture
;
683 /* Textures for when no other textures are mapped */
684 UINT dummyTextureName
[MAX_TEXTURES
];
686 /* Debug stream management */
689 /* Device state management */
691 BOOL d3d_initialized
;
693 /* A flag to check for proper BeginScene / EndScene call pairs */
696 /* process vertex shaders using software or hardware */
697 BOOL softwareVertexProcessing
;
699 /* DirectDraw stuff */
701 IWineD3DSurface
*ddraw_primary
;
702 DWORD ddraw_width
, ddraw_height
;
703 WINED3DFORMAT ddraw_format
;
704 BOOL ddraw_fullscreen
;
706 /* Final position fixup constant */
709 /* With register combiners we can skip junk texture stages */
710 DWORD texUnitMap
[MAX_SAMPLERS
];
711 BOOL oneToOneTexUnitMap
;
713 /* Stream source management */
714 WineDirect3DVertexStridedData strided_streams
;
715 WineDirect3DVertexStridedData
*up_strided
;
716 BOOL useDrawStridedSlow
;
719 /* Context management */
720 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
721 WineD3DContext
*activeContext
; /* Only 0 for now */
722 UINT numContexts
; /* Always 1 for now */
723 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
724 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
727 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
729 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
730 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
731 DWORD idx
= state
>> 5;
732 BYTE shift
= state
& 0x1f;
733 return context
->isStateDirty
[idx
] & (1 << shift
);
736 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
737 * anybody uses it for much so a good implementation is optional. */
738 typedef struct PrivateData
740 struct PrivateData
* next
;
743 DWORD flags
; /* DDSPD_* */
744 DWORD uniqueness_value
;
755 /*****************************************************************************
756 * IWineD3DResource implementation structure
758 typedef struct IWineD3DResourceClass
760 /* IUnknown fields */
761 LONG ref
; /* Note: Ref counting not required */
763 /* WineD3DResource Information */
765 WINED3DRESOURCETYPE resourceType
;
766 IWineD3DDeviceImpl
*wineD3DDevice
;
770 WINED3DFORMAT format
;
771 BYTE
*allocatedMemory
;
772 PrivateData
*privateData
;
774 } IWineD3DResourceClass
;
776 typedef struct IWineD3DResourceImpl
778 /* IUnknown & WineD3DResource Information */
779 const IWineD3DResourceVtbl
*lpVtbl
;
780 IWineD3DResourceClass resource
;
781 } IWineD3DResourceImpl
;
784 /*****************************************************************************
785 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
787 typedef struct IWineD3DVertexBufferImpl
789 /* IUnknown & WineD3DResource Information */
790 const IWineD3DVertexBufferVtbl
*lpVtbl
;
791 IWineD3DResourceClass resource
;
793 /* WineD3DVertexBuffer specifics */
796 /* Vertex buffer object support */
801 UINT dirtystart
, dirtyend
;
804 LONG declChanges
, draws
;
805 /* Last description of the buffer */
806 WineDirect3DVertexStridedData strided
;
807 } IWineD3DVertexBufferImpl
;
809 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
811 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
812 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
813 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
814 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
815 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
817 /*****************************************************************************
818 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
820 typedef struct IWineD3DIndexBufferImpl
822 /* IUnknown & WineD3DResource Information */
823 const IWineD3DIndexBufferVtbl
*lpVtbl
;
824 IWineD3DResourceClass resource
;
827 UINT dirtystart
, dirtyend
;
830 /* WineD3DVertexBuffer specifics */
831 } IWineD3DIndexBufferImpl
;
833 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
835 /*****************************************************************************
836 * IWineD3DBaseTexture D3D- > openGL state map lookups
838 #define WINED3DFUNC_NOTSUPPORTED -2
839 #define WINED3DFUNC_UNIMPLEMENTED -1
841 typedef enum winetexturestates
{
842 WINED3DTEXSTA_ADDRESSU
= 0,
843 WINED3DTEXSTA_ADDRESSV
= 1,
844 WINED3DTEXSTA_ADDRESSW
= 2,
845 WINED3DTEXSTA_BORDERCOLOR
= 3,
846 WINED3DTEXSTA_MAGFILTER
= 4,
847 WINED3DTEXSTA_MINFILTER
= 5,
848 WINED3DTEXSTA_MIPFILTER
= 6,
849 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
850 WINED3DTEXSTA_MAXANISOTROPY
= 8,
851 WINED3DTEXSTA_SRGBTEXTURE
= 9,
852 WINED3DTEXSTA_ELEMENTINDEX
= 10,
853 WINED3DTEXSTA_DMAPOFFSET
= 11,
854 WINED3DTEXSTA_TSSADDRESSW
= 12,
855 MAX_WINETEXTURESTATES
= 13,
858 typedef struct Wined3dTextureStateMap
{
861 } Wined3dTextureStateMap
;
863 /*****************************************************************************
864 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
866 typedef struct IWineD3DBaseTextureClass
870 WINED3DFORMAT format
;
874 WINED3DTEXTUREFILTERTYPE filterType
;
875 DWORD states
[MAX_WINETEXTURESTATES
];
878 } IWineD3DBaseTextureClass
;
880 typedef struct IWineD3DBaseTextureImpl
882 /* IUnknown & WineD3DResource Information */
883 const IWineD3DBaseTextureVtbl
*lpVtbl
;
884 IWineD3DResourceClass resource
;
885 IWineD3DBaseTextureClass baseTexture
;
887 } IWineD3DBaseTextureImpl
;
889 /*****************************************************************************
890 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
892 typedef struct IWineD3DTextureImpl
894 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
895 const IWineD3DTextureVtbl
*lpVtbl
;
896 IWineD3DResourceClass resource
;
897 IWineD3DBaseTextureClass baseTexture
;
899 /* IWineD3DTexture */
900 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
904 float pow2scalingFactorX
;
905 float pow2scalingFactorY
;
907 } IWineD3DTextureImpl
;
909 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
911 /*****************************************************************************
912 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
914 typedef struct IWineD3DCubeTextureImpl
916 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
917 const IWineD3DCubeTextureVtbl
*lpVtbl
;
918 IWineD3DResourceClass resource
;
919 IWineD3DBaseTextureClass baseTexture
;
921 /* IWineD3DCubeTexture */
922 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
925 float pow2scalingFactor
;
927 } IWineD3DCubeTextureImpl
;
929 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
931 typedef struct _WINED3DVOLUMET_DESC
936 } WINED3DVOLUMET_DESC
;
938 /*****************************************************************************
939 * IWineD3DVolume implementation structure (extends IUnknown)
941 typedef struct IWineD3DVolumeImpl
943 /* IUnknown & WineD3DResource fields */
944 const IWineD3DVolumeVtbl
*lpVtbl
;
945 IWineD3DResourceClass resource
;
947 /* WineD3DVolume Information */
948 WINED3DVOLUMET_DESC currentDesc
;
949 IWineD3DBase
*container
;
954 WINED3DBOX lockedBox
;
959 } IWineD3DVolumeImpl
;
961 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
963 /*****************************************************************************
964 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
966 typedef struct IWineD3DVolumeTextureImpl
968 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
969 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
970 IWineD3DResourceClass resource
;
971 IWineD3DBaseTextureClass baseTexture
;
973 /* IWineD3DVolumeTexture */
974 IWineD3DVolume
*volumes
[MAX_LEVELS
];
979 } IWineD3DVolumeTextureImpl
;
981 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
983 typedef struct _WINED3DSURFACET_DESC
985 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
986 DWORD MultiSampleQuality
;
989 } WINED3DSURFACET_DESC
;
991 /*****************************************************************************
992 * Structure for DIB Surfaces (GetDC and GDI surfaces)
994 typedef struct wineD3DSurface_DIB
{
999 } wineD3DSurface_DIB
;
1001 /*****************************************************************************
1002 * IWineD3DSurface implementation structure
1004 struct IWineD3DSurfaceImpl
1006 /* IUnknown & IWineD3DResource Information */
1007 const IWineD3DSurfaceVtbl
*lpVtbl
;
1008 IWineD3DResourceClass resource
;
1010 /* IWineD3DSurface fields */
1011 IWineD3DBase
*container
;
1012 WINED3DSURFACET_DESC currentDesc
;
1013 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1014 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1018 /* TODO: move this off into a management class(maybe!) */
1025 /* Oversized texture */
1029 /* precalculated x and y scalings for texture coords */
1030 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1031 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1037 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1039 glDescriptor glDescription
;
1042 wineD3DSurface_DIB dib
;
1045 /* Color keys for DDraw */
1046 DDCOLORKEY DestBltCKey
;
1047 DDCOLORKEY DestOverlayCKey
;
1048 DDCOLORKEY SrcOverlayCKey
;
1049 DDCOLORKEY SrcBltCKey
;
1055 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1056 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1058 /* Predeclare the shared Surface functions */
1059 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1060 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1061 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1062 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1063 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1064 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1065 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1066 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1067 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1068 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1069 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1070 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1071 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1072 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1073 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1074 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1075 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1076 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1077 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1078 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1079 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1080 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, DDCOLORKEY
*CKey
);
1081 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1082 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1083 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1084 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface
*iface
, BOOL inPBuffer
, BOOL inTexture
);
1085 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1086 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1087 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1088 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1089 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, DDBLTFX
*DDBltFx
);
1090 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1091 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1092 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1093 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1094 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1095 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1096 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1097 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1098 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1099 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1100 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1102 /* Surface flags: */
1103 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1104 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1105 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1106 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1107 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1108 #define SFLAG_DISCARD 0x00000020 /* ??? */
1109 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1110 #define SFLAG_INTEXTURE 0x00000080 /* ??? */
1111 #define SFLAG_INPBUFFER 0x00000100 /* ??? */
1112 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1113 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1114 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1115 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1116 #define SFLAG_GLDIRTY 0x00002000 /* The opengl texture is more up to date than the surface mem */
1117 #define SFLAG_LOST 0x00004000 /* Surface lost flag for DDraw */
1118 #define SFLAG_FORCELOAD 0x00008000 /* To force PreLoading of a scratch cursor */
1119 #define SFLAG_USERPTR 0x00010000 /* The application allocated the memory for this surface */
1120 #define SFLAG_GLCKEY 0x00020000 /* The gl texture was created with a color key */
1122 /* In some conditions the surface memory must not be freed:
1123 * SFLAG_OVERSIZE: Not all data can be kept in GL
1124 * SFLAG_CONVERTED: Converting the data back would take too long
1125 * SFLAG_DIBSECTION: The dib code manages the memory
1126 * SFLAG_DIRTY: GL surface isn't up to date
1127 * SFLAG_LOCKED: The app requires access to the surface data
1128 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1129 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1131 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1133 SFLAG_DIBSECTION | \
1140 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1142 /* Alignment of the pitch */
1143 #define SURFACE_ALIGNMENT 4
1145 /*****************************************************************************
1146 * IWineD3DVertexDeclaration implementation structure
1148 typedef struct IWineD3DVertexDeclarationImpl
{
1149 /* IUnknown Information */
1150 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1151 LONG ref
; /* Note: Ref counting not required */
1154 /** precomputed fvf if simple declaration */
1155 IWineD3DDeviceImpl
*wineD3DDevice
;
1156 DWORD fvf
[MAX_STREAMS
];
1159 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1160 UINT declarationWNumElements
;
1161 } IWineD3DVertexDeclarationImpl
;
1163 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1165 /*****************************************************************************
1166 * IWineD3DStateBlock implementation structure
1169 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1170 /* Note: Very long winded but gl Lists are not flexible enough */
1171 /* to resolve everything we need, so doing it manually for now */
1172 typedef struct SAVEDSTATES
{
1176 BOOL streamSource
[MAX_STREAMS
];
1177 BOOL streamFreq
[MAX_STREAMS
];
1178 BOOL textures
[MAX_SAMPLERS
];
1179 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1181 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1182 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1183 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1184 BOOL clipplane
[MAX_CLIPPLANES
];
1187 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1188 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1189 BOOL
*pixelShaderConstantsF
;
1191 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1192 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1193 BOOL
*vertexShaderConstantsF
;
1203 struct IWineD3DStateBlockImpl
1205 /* IUnknown fields */
1206 const IWineD3DStateBlockVtbl
*lpVtbl
;
1207 LONG ref
; /* Note: Ref counting not required */
1209 /* IWineD3DStateBlock information */
1211 IWineD3DDeviceImpl
*wineD3DDevice
;
1212 WINED3DSTATEBLOCKTYPE blockType
;
1214 /* Array indicating whether things have been set or changed */
1215 SAVEDSTATES changed
;
1217 struct list set_vconstantsF
;
1218 struct list set_pconstantsF
;
1220 /* Drawing - Vertex Shader or FVF related */
1222 /* Vertex Shader Declaration */
1223 IWineD3DVertexDeclaration
*vertexDecl
;
1225 IWineD3DVertexShader
*vertexShader
;
1227 /* Vertex Shader Constants */
1228 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1229 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1230 float *vertexShaderConstantF
;
1234 UINT streamStride
[MAX_STREAMS
];
1235 UINT streamOffset
[MAX_STREAMS
];
1236 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1237 UINT streamFreq
[MAX_STREAMS
];
1238 UINT streamFlags
[MAX_STREAMS
]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1241 IWineD3DIndexBuffer
* pIndexData
;
1242 UINT baseVertexIndex
;
1243 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1246 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1248 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1249 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1250 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1251 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1252 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1255 double clipplane
[MAX_CLIPPLANES
][4];
1256 WINED3DCLIPSTATUS clip_status
;
1259 WINED3DVIEWPORT viewport
;
1262 WINED3DMATERIAL material
;
1265 IWineD3DPixelShader
*pixelShader
;
1267 /* Pixel Shader Constants */
1268 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1269 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1270 float *pixelShaderConstantF
;
1273 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1276 IWineD3DBaseTexture
*textures
[MAX_SAMPLERS
];
1277 int textureDimensions
[MAX_SAMPLERS
];
1279 /* Texture State Stage */
1280 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1281 DWORD lowest_disabled_stage
;
1282 /* Sampler States */
1283 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1285 /* Current GLSL Shader Program */
1286 struct glsl_shader_prog_link
*glsl_program
;
1288 /* Scissor test rectangle */
1292 extern void stateblock_savedstates_set(
1293 IWineD3DStateBlock
* iface
,
1294 SAVEDSTATES
* states
,
1297 extern void stateblock_savedstates_copy(
1298 IWineD3DStateBlock
* iface
,
1300 SAVEDSTATES
* source
);
1302 extern void stateblock_copy(
1303 IWineD3DStateBlock
* destination
,
1304 IWineD3DStateBlock
* source
);
1306 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1308 /*****************************************************************************
1309 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1311 typedef struct IWineD3DQueryImpl
1313 const IWineD3DQueryVtbl
*lpVtbl
;
1314 LONG ref
; /* Note: Ref counting not required */
1317 /*TODO: replace with iface usage */
1319 IWineD3DDevice
*wineD3DDevice
;
1321 IWineD3DDeviceImpl
*wineD3DDevice
;
1324 /* IWineD3DQuery fields */
1325 WINED3DQUERYTYPE type
;
1326 /* TODO: Think about using a IUnknown instead of a void* */
1330 } IWineD3DQueryImpl
;
1332 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1334 /* Datastructures for IWineD3DQueryImpl.extendedData */
1335 typedef struct WineQueryOcclusionData
{
1337 } WineQueryOcclusionData
;
1340 /*****************************************************************************
1341 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1344 typedef struct IWineD3DSwapChainImpl
1347 const IWineD3DSwapChainVtbl
*lpVtbl
;
1348 LONG ref
; /* Note: Ref counting not required */
1351 IWineD3DDeviceImpl
*wineD3DDevice
;
1353 /* IWineD3DSwapChain fields */
1354 IWineD3DSurface
**backBuffer
;
1355 IWineD3DSurface
*frontBuffer
;
1356 BOOL wantsDepthStencilBuffer
;
1357 WINED3DPRESENT_PARAMETERS presentParms
;
1358 DWORD orig_width
, orig_height
;
1359 WINED3DFORMAT orig_fmt
;
1361 long prev_time
, frames
; /* Performance tracking */
1363 WineD3DContext
*context
; /* Later a array for multithreading */
1367 } IWineD3DSwapChainImpl
;
1369 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1371 /*****************************************************************************
1372 * Utility function prototypes
1375 /* Trace routines */
1376 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1377 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1378 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1379 const char* debug_d3dusage(DWORD usage
);
1380 const char* debug_d3dusagequery(DWORD usagequery
);
1381 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1382 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1383 const char* debug_d3ddeclusage(BYTE usage
);
1384 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1385 const char* debug_d3drenderstate(DWORD state
);
1386 const char* debug_d3dsamplerstate(DWORD state
);
1387 const char* debug_d3dtexturestate(DWORD state
);
1388 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1389 const char* debug_d3dpool(WINED3DPOOL pool
);
1391 /* Routines for GL <-> D3D values */
1392 GLenum
StencilOp(DWORD op
);
1393 GLenum
CompareFunc(DWORD func
);
1394 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1395 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1396 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1398 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat
, WINED3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1401 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1403 /*****************************************************************************
1404 * To enable calling of inherited functions, requires prototypes
1406 * Note: Only require classes which are subclassed, ie resource, basetexture,
1408 /*** IUnknown methods ***/
1409 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1410 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1411 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1412 /*** IWineD3DResource methods ***/
1413 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1414 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1415 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1416 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1417 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1418 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1419 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1420 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1421 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1422 /*** class static members ***/
1423 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1425 /*** IUnknown methods ***/
1426 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1427 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1428 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1429 /*** IWineD3DResource methods ***/
1430 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1431 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1432 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1433 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1434 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1435 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1436 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1437 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1438 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1439 /*** IWineD3DBaseTexture methods ***/
1440 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1441 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1442 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1443 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1444 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1445 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1446 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1447 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1449 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1450 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1451 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1452 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1453 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1454 /*** class static members ***/
1455 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1457 struct SHADER_OPCODE_ARG
;
1458 typedef void (*shader_fct_t
)();
1459 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1461 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1462 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1463 * used if the user is using GLSL shaders. */
1464 struct glsl_shader_prog_link
{
1465 struct list vshader_entry
;
1466 struct list pshader_entry
;
1467 GLhandleARB programId
;
1468 GLhandleARB
*vuniformF_locations
;
1469 GLhandleARB
*puniformF_locations
;
1470 GLhandleARB vshader
;
1471 GLhandleARB pshader
;
1475 GLhandleARB vshader
;
1476 GLhandleARB pshader
;
1477 } glsl_program_key_t
;
1479 /* TODO: Make this dynamic, based on shader limits ? */
1480 #define MAX_REG_ADDR 1
1481 #define MAX_REG_TEMP 32
1482 #define MAX_REG_TEXCRD 8
1483 #define MAX_REG_INPUT 12
1484 #define MAX_REG_OUTPUT 12
1485 #define MAX_ATTRIBS 16
1486 #define MAX_CONST_I 16
1487 #define MAX_CONST_B 16
1489 /* FIXME: This needs to go up to 2048 for
1490 * Shader model 3 according to msdn (and for software shaders) */
1491 #define MAX_LABELS 16
1493 typedef struct semantic
{
1498 typedef struct local_constant
{
1504 typedef struct shader_reg_maps
{
1506 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1507 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1508 char address
[MAX_REG_ADDR
]; /* vertex */
1509 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1510 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1511 char attributes
[MAX_ATTRIBS
]; /* vertex */
1512 char labels
[MAX_LABELS
]; /* pixel, vertex */
1514 /* Sampler usage tokens
1515 * Use 0 as default (bit 31 is always 1 on a valid token) */
1516 DWORD samplers
[MAX_SAMPLERS
];
1519 /* Whether or not a loop is used in this shader */
1522 /* Whether or not this shader uses fog */
1527 #define SHADER_PGMSIZE 65535
1528 typedef struct SHADER_BUFFER
{
1531 unsigned int lineNo
;
1535 /* Undocumented opcode controls */
1536 #define INST_CONTROLS_SHIFT 16
1537 #define INST_CONTROLS_MASK 0x00ff0000
1539 typedef enum COMPARISON_TYPE
{
1548 typedef struct SHADER_OPCODE
{
1549 unsigned int opcode
;
1553 CONST UINT num_params
;
1554 shader_fct_t soft_fct
;
1555 SHADER_HANDLER hw_fct
;
1556 SHADER_HANDLER hw_glsl_fct
;
1561 typedef struct SHADER_OPCODE_ARG
{
1562 IWineD3DBaseShader
* shader
;
1563 shader_reg_maps
* reg_maps
;
1564 CONST SHADER_OPCODE
* opcode
;
1571 SHADER_BUFFER
* buffer
;
1572 } SHADER_OPCODE_ARG
;
1574 typedef struct SHADER_LIMITS
{
1575 unsigned int temporary
;
1576 unsigned int texcoord
;
1577 unsigned int sampler
;
1578 unsigned int constant_int
;
1579 unsigned int constant_float
;
1580 unsigned int constant_bool
;
1581 unsigned int address
;
1582 unsigned int packed_output
;
1583 unsigned int packed_input
;
1584 unsigned int attributes
;
1588 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1589 maintain state information between multiple codes */
1590 typedef struct SHADER_PARSE_STATE
{
1591 unsigned int current_row
;
1592 DWORD texcoord_w
[2];
1593 } SHADER_PARSE_STATE
;
1595 /* Base Shader utility functions.
1596 * (may move callers into the same file in the future) */
1597 extern int shader_addline(
1598 SHADER_BUFFER
* buffer
,
1599 const char* fmt
, ...);
1601 extern const SHADER_OPCODE
* shader_get_opcode(
1602 IWineD3DBaseShader
*iface
,
1605 extern void shader_delete_constant_list(
1606 struct list
* clist
);
1608 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1610 /* Vertex shader utility functions */
1611 extern BOOL
vshader_get_input(
1612 IWineD3DVertexShader
* iface
,
1613 BYTE usage_req
, BYTE usage_idx_req
,
1614 unsigned int* regnum
);
1616 extern BOOL
vshader_input_is_color(
1617 IWineD3DVertexShader
* iface
,
1618 unsigned int regnum
);
1620 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1622 /* ARB_[vertex/fragment]_program helper functions */
1623 extern void shader_arb_load_constants(
1624 IWineD3DDevice
* device
,
1625 char usePixelShader
,
1626 char useVertexShader
);
1628 /* ARB shader program Prototypes */
1629 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1631 /* ARB pixel shader prototypes */
1632 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1633 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1634 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1635 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1636 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1637 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1638 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1639 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1640 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1641 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1642 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1643 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1644 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1645 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1647 /* ARB vertex shader prototypes */
1648 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1649 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1650 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1652 /* GLSL helper functions */
1653 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1654 extern void shader_glsl_load_constants(
1655 IWineD3DDevice
* device
,
1656 char usePixelShader
,
1657 char useVertexShader
);
1659 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1660 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1661 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1662 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1663 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1664 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1665 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1666 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1667 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1668 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1669 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1670 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1671 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1672 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1673 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1674 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1675 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1676 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1677 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1678 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1679 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1680 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1681 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1682 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1683 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1684 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1685 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1686 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1687 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1688 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1689 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1691 /** GLSL Pixel Shader Prototypes */
1692 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1693 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1694 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1695 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1696 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1697 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1698 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1699 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1700 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1701 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1702 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1703 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1704 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1705 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1706 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1707 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1708 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1709 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1710 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1711 extern void pshader_glsl_input_pack(
1712 SHADER_BUFFER
* buffer
,
1713 semantic
* semantics_out
);
1715 /** GLSL Vertex Shader Prototypes */
1716 extern void vshader_glsl_output_unpack(
1717 SHADER_BUFFER
* buffer
,
1718 semantic
* semantics_out
);
1720 /*****************************************************************************
1721 * IDirect3DBaseShader implementation structure
1723 typedef struct IWineD3DBaseShaderClass
1726 SHADER_LIMITS limits
;
1727 SHADER_PARSE_STATE parse_state
;
1728 CONST SHADER_OPCODE
*shader_ins
;
1729 CONST DWORD
*function
;
1730 UINT functionLength
;
1734 /* Type of shader backend */
1737 /* Programs this shader is linked with */
1738 struct list linked_programs
;
1740 /* Immediate constants (override global ones) */
1741 struct list constantsB
;
1742 struct list constantsF
;
1743 struct list constantsI
;
1744 shader_reg_maps reg_maps
;
1746 /* Pointer to the parent device */
1747 IWineD3DDevice
*device
;
1749 } IWineD3DBaseShaderClass
;
1751 typedef struct IWineD3DBaseShaderImpl
{
1753 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1756 /* IWineD3DBaseShader */
1757 IWineD3DBaseShaderClass baseShader
;
1758 } IWineD3DBaseShaderImpl
;
1760 extern HRESULT
shader_get_registers_used(
1761 IWineD3DBaseShader
*iface
,
1762 shader_reg_maps
* reg_maps
,
1763 semantic
* semantics_in
,
1764 semantic
* semantics_out
,
1765 CONST DWORD
* pToken
,
1766 IWineD3DStateBlockImpl
*stateBlock
);
1768 extern void shader_generate_glsl_declarations(
1769 IWineD3DBaseShader
*iface
,
1770 shader_reg_maps
* reg_maps
,
1771 SHADER_BUFFER
* buffer
,
1772 WineD3D_GL_Info
* gl_info
);
1774 extern void shader_generate_arb_declarations(
1775 IWineD3DBaseShader
*iface
,
1776 shader_reg_maps
* reg_maps
,
1777 SHADER_BUFFER
* buffer
,
1778 WineD3D_GL_Info
* gl_info
);
1780 extern void shader_generate_main(
1781 IWineD3DBaseShader
*iface
,
1782 SHADER_BUFFER
* buffer
,
1783 shader_reg_maps
* reg_maps
,
1784 CONST DWORD
* pFunction
);
1786 extern void shader_dump_ins_modifiers(
1787 const DWORD output
);
1789 extern void shader_dump_param(
1790 IWineD3DBaseShader
*iface
,
1792 const DWORD addr_token
,
1795 extern void shader_trace_init(
1796 IWineD3DBaseShader
*iface
,
1797 const DWORD
* pFunction
);
1799 extern int shader_get_param(
1800 IWineD3DBaseShader
* iface
,
1801 const DWORD
* pToken
,
1805 extern int shader_skip_unrecognized(
1806 IWineD3DBaseShader
* iface
,
1807 const DWORD
* pToken
);
1809 extern void print_glsl_info_log(
1810 WineD3D_GL_Info
*gl_info
,
1813 inline static int shader_get_regtype(const DWORD param
) {
1814 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1815 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1818 extern unsigned int shader_get_float_offset(const DWORD reg
);
1820 inline static BOOL
shader_is_pshader_version(DWORD token
) {
1821 return 0xFFFF0000 == (token
& 0xFFFF0000);
1824 inline static BOOL
shader_is_vshader_version(DWORD token
) {
1825 return 0xFFFE0000 == (token
& 0xFFFF0000);
1828 inline static BOOL
shader_is_comment(DWORD token
) {
1829 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1832 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1833 * so upload them above that
1835 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1836 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1838 /*****************************************************************************
1839 * IDirect3DVertexShader implementation structure
1841 typedef struct IWineD3DVertexShaderImpl
{
1843 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1844 LONG ref
; /* Note: Ref counting not required */
1846 /* IWineD3DBaseShader */
1847 IWineD3DBaseShaderClass baseShader
;
1849 /* IWineD3DVertexShaderImpl */
1855 /* Vertex shader input and output semantics */
1856 semantic semantics_in
[MAX_ATTRIBS
];
1857 semantic semantics_out
[MAX_REG_OUTPUT
];
1859 /* run time datas... */
1861 #if 0 /* needs reworking */
1862 /* run time datas */
1863 VSHADERINPUTDATA input
;
1864 VSHADEROUTPUTDATA output
;
1866 } IWineD3DVertexShaderImpl
;
1867 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1868 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1870 /*****************************************************************************
1871 * IDirect3DPixelShader implementation structure
1873 typedef struct IWineD3DPixelShaderImpl
{
1874 /* IUnknown parts */
1875 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1876 LONG ref
; /* Note: Ref counting not required */
1878 /* IWineD3DBaseShader */
1879 IWineD3DBaseShaderClass baseShader
;
1881 /* IWineD3DPixelShaderImpl */
1884 /* Pixel shader input semantics */
1885 semantic semantics_in
[MAX_REG_INPUT
];
1890 /* Some information about the shader behavior */
1892 UINT bumpenvmatconst
;
1894 #if 0 /* needs reworking */
1895 PSHADERINPUTDATA input
;
1896 PSHADEROUTPUTDATA output
;
1898 } IWineD3DPixelShaderImpl
;
1900 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1901 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1903 /*****************************************************************************
1904 * IWineD3DPalette implementation structure
1906 struct IWineD3DPaletteImpl
{
1907 /* IUnknown parts */
1908 const IWineD3DPaletteVtbl
*lpVtbl
;
1912 IWineD3DDeviceImpl
*wineD3DDevice
;
1914 /* IWineD3DPalette */
1916 WORD palVersion
; /*| */
1917 WORD palNumEntries
; /*| LOGPALETTE */
1918 PALETTEENTRY palents
[256]; /*| */
1919 /* This is to store the palette in 'screen format' */
1920 int screen_palents
[256];
1924 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
1925 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
1927 /* DirectDraw utility functions */
1928 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
1930 /*****************************************************************************
1931 * Pixel format management
1934 WINED3DFORMAT format
;
1935 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
1938 GLint glInternal
, glFormat
, glType
;
1941 const PixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
);