wined3d: Support for using auxilliary buffers for offscreen rendering.
[wine/testsucceed.git] / dlls / wined3d / wined3d_private.h
blob8bcffa3e3a4fae724e09c0cf3945c49680f0ae32
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "ddraw.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);
51 typedef struct {
52 void *key;
53 void *value;
54 unsigned int hash;
55 struct list entry;
56 } hash_table_entry_t;
58 typedef struct {
59 hash_function_t *hash_function;
60 compare_function_t *compare_function;
61 struct list *buckets;
62 unsigned int bucket_count;
63 hash_table_entry_t *entries;
64 unsigned int entry_count;
65 struct list free_entries;
66 unsigned int count;
67 unsigned int grow_size;
68 unsigned int shrink_size;
69 } hash_table_t;
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);
77 /* Device caps */
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,
107 MAX_LOOKUPS = 2
108 } WINELOOKUP;
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 {
117 int d3dType;
118 GLint size;
119 GLenum glType;
120 GLboolean normalized;
121 int typesize;
122 } WINED3DGLTYPE;
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
151 * Settings
153 #define VS_NONE 0
154 #define VS_HW 1
155 #define VS_SW 2
157 #define PS_NONE 0
158 #define PS_HW 1
160 #define VBO_NONE 0
161 #define VBO_HW 1
163 #define NP2_NONE 0
164 #define NP2_REPACK 1
165 #define NP2_NATIVE 2
167 #define ORM_BACKBUFFER 0
168 #define ORM_PBUFFER 1
169 #define ORM_FBO 2
171 #define SHADER_SW 0
172 #define SHADER_ARB 1
173 #define SHADER_GLSL 2
174 #define SHADER_NONE 3
176 #define RTL_DISABLE -1
177 #define RTL_AUTO 0
178 #define RTL_READDRAW 1
179 #define RTL_READTEX 2
180 #define RTL_TEXDRAW 3
181 #define RTL_TEXTEX 4
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 */
187 int vs_mode;
188 int ps_mode;
189 int vbo_mode;
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. */
193 BOOL glslRequested;
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 */
204 typedef struct {
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);
209 } shader_backend_t;
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;
215 /* X11 locking */
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 */
221 extern int num_lock;
223 #if 0
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()
226 #else
227 #define ENTER_GL() wine_tsx11_lock_ptr()
228 #define LEAVE_GL() wine_tsx11_unlock_ptr()
229 #endif
231 /*****************************************************************************
232 * Defines
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__); \
277 } else do { \
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) \
289 do { \
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)); \
295 } while (0)
297 /* Macro to dump out the current state of the light chain */
298 #define DUMP_LIGHT_CHAIN() \
300 PLIGHTINFOEL *el = This->stateBlock->lights;\
301 while (el) { \
302 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
303 el = el->next; \
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;
323 /* Tracking */
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
350 #else
351 # define VTRACE(A)
352 #endif
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__)); \
362 } else do { \
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
379 # endif
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
383 array is drawn. */
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
386 # endif
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
393 # endif
394 extern BOOL isOn;
395 extern BOOL isDumpingFrames;
396 extern LONG primCounter;
397 #endif
399 /*****************************************************************************
400 * Prototypes
403 /* Routine common to the draw primitive and draw indexed primitive routines */
404 void drawPrimitive(IWineD3DDevice *iface,
405 int PrimitiveType,
406 long NumPrimitives,
407 /* for Indexed: */
408 long StartVertexIndex,
409 UINT numberOfVertices,
410 long StartIdx,
411 short idxBytes,
412 const void *idxData,
413 int minIndex);
415 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
417 void primitiveDeclarationConvertToStridedData(
418 IWineD3DDevice *iface,
419 BOOL useVertexShaderFunction,
420 WineDirect3DVertexStridedData *strided,
421 BOOL *fixup);
423 void primitiveConvertFVFtoOffset(DWORD thisFVF,
424 DWORD stride,
425 BYTE *data,
426 WineDirect3DVertexStridedData *strided,
427 GLint streamVBO,
428 UINT streamNo);
430 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
432 #define eps 1e-8
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)
484 struct StateEntry
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 */
519 GLXContext glCtx;
520 Drawable drawable;
521 Display *display;
522 BOOL isPBuffer;
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 */
529 } ContextUsage;
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 */
556 DWORD OriginalIndex;
557 LONG glIndex;
558 BOOL changed;
559 BOOL enabledChanged;
561 /* Converted parms to speed up swapping lights */
562 float lightPosn[4];
563 float lightDirn[4];
564 float exponent;
565 float cutoff;
567 struct list entry;
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 */
583 IUnknown *parent;
584 UINT dxVersion;
586 /* GL Information */
587 BOOL isGLInfoValid;
588 WineD3D_GL_Info gl_info;
589 } IWineD3DImpl;
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;
602 } ResourceList;
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 */
617 IUnknown *parent;
618 IWineD3D *wineD3D;
620 /* Window styles to restore when switching fullscreen mode */
621 LONG style;
622 LONG exStyle;
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;
634 /* To store */
635 BOOL view_ident; /* true iff view matrix is identity */
636 BOOL untransformed;
638 /* State block related */
639 BOOL isRecordingState;
640 IWineD3DStateBlockImpl *stateBlock;
641 IWineD3DStateBlockImpl *updateStateBlock;
642 BOOL isInDraw;
644 /* Internal use fields */
645 WINED3DDEVICE_CREATION_PARAMETERS createParms;
646 UINT adapterNo;
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];
666 UINT currentPalette;
668 /* For rendering to a texture using glCopyTexImage */
669 BOOL render_offscreen;
670 WINED3D_DEPTHCOPYSTATE depth_copy_state;
671 GLuint fbo;
672 GLenum *draw_buffers;
674 /* Cursor management */
675 BOOL bCursorVisible;
676 UINT xHotSpot;
677 UINT yHotSpot;
678 UINT xScreenSpace;
679 UINT yScreenSpace;
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 */
687 BOOL debug;
689 /* Device state management */
690 HRESULT state;
691 BOOL d3d_initialized;
693 /* A flag to check for proper BeginScene / EndScene call pairs */
694 BOOL inScene;
696 /* process vertex shaders using software or hardware */
697 BOOL softwareVertexProcessing;
699 /* DirectDraw stuff */
700 HWND ddraw_window;
701 IWineD3DSurface *ddraw_primary;
702 DWORD ddraw_width, ddraw_height;
703 WINED3DFORMAT ddraw_format;
704 BOOL ddraw_fullscreen;
706 /* Final position fixup constant */
707 float posFixup[4];
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;
717 BOOL instancedDraw;
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;
742 GUID tag;
743 DWORD flags; /* DDSPD_* */
744 DWORD uniqueness_value;
746 union
748 LPVOID data;
749 LPUNKNOWN object;
750 } ptr;
752 DWORD size;
753 } PrivateData;
755 /*****************************************************************************
756 * IWineD3DResource implementation structure
758 typedef struct IWineD3DResourceClass
760 /* IUnknown fields */
761 LONG ref; /* Note: Ref counting not required */
763 /* WineD3DResource Information */
764 IUnknown *parent;
765 WINED3DRESOURCETYPE resourceType;
766 IWineD3DDeviceImpl *wineD3DDevice;
767 WINED3DPOOL pool;
768 UINT size;
769 DWORD usage;
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 */
794 DWORD fvf;
796 /* Vertex buffer object support */
797 GLuint vbo;
798 BYTE Flags;
799 LONG bindCount;
801 UINT dirtystart, dirtyend;
802 LONG lockcount;
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;
826 GLuint vbo;
827 UINT dirtystart, dirtyend;
828 LONG lockcount;
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,
856 } winetexturestates;
858 typedef struct Wined3dTextureStateMap {
859 CONST int state;
860 int function;
861 } Wined3dTextureStateMap;
863 /*****************************************************************************
864 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
866 typedef struct IWineD3DBaseTextureClass
868 UINT levels;
869 BOOL dirty;
870 WINED3DFORMAT format;
871 DWORD usage;
872 UINT textureName;
873 UINT LOD;
874 WINED3DTEXTUREFILTERTYPE filterType;
875 DWORD states[MAX_WINETEXTURESTATES];
876 LONG bindCount;
877 DWORD sampler;
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];
902 UINT width;
903 UINT height;
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];
924 UINT edgeLength;
925 float pow2scalingFactor;
927 } IWineD3DCubeTextureImpl;
929 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
931 typedef struct _WINED3DVOLUMET_DESC
933 UINT Width;
934 UINT Height;
935 UINT Depth;
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;
950 UINT bytesPerPixel;
952 BOOL lockable;
953 BOOL locked;
954 WINED3DBOX lockedBox;
955 WINED3DBOX dirtyBox;
956 BOOL dirty;
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];
976 UINT width;
977 UINT height;
978 UINT depth;
979 } IWineD3DVolumeTextureImpl;
981 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
983 typedef struct _WINED3DSURFACET_DESC
985 WINED3DMULTISAMPLE_TYPE MultiSampleType;
986 DWORD MultiSampleQuality;
987 UINT Width;
988 UINT Height;
989 } WINED3DSURFACET_DESC;
991 /*****************************************************************************
992 * Structure for DIB Surfaces (GetDC and GDI surfaces)
994 typedef struct wineD3DSurface_DIB {
995 HBITMAP DIBsection;
996 void* bitmap_data;
997 HGDIOBJ holdbitmap;
998 BOOL client_memory;
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 */
1016 UINT bytesPerPixel;
1018 /* TODO: move this off into a management class(maybe!) */
1019 DWORD Flags;
1021 UINT pow2Width;
1022 UINT pow2Height;
1023 UINT pow2Size;
1025 /* Oversized texture */
1026 RECT glRect;
1028 #if 0
1029 /* precalculated x and y scalings for texture coords */
1030 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1031 float pow2scalingFactorY; /* = (Height / pow2Height) */
1032 #endif
1034 RECT lockedRect;
1035 RECT dirtyRect;
1036 int lockCount;
1037 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1039 glDescriptor glDescription;
1041 /* For GetDC */
1042 wineD3DSurface_DIB dib;
1043 HDC hDC;
1045 /* Color keys for DDraw */
1046 DDCOLORKEY DestBltCKey;
1047 DDCOLORKEY DestOverlayCKey;
1048 DDCOLORKEY SrcOverlayCKey;
1049 DDCOLORKEY SrcBltCKey;
1050 DWORD CKeyFlags;
1052 DDCOLORKEY glCKey;
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 | \
1132 SFLAG_CONVERTED | \
1133 SFLAG_DIBSECTION | \
1134 SFLAG_DIRTY | \
1135 SFLAG_LOCKED | \
1136 SFLAG_DYNLOCK | \
1137 SFLAG_DYNCHANGE | \
1138 SFLAG_USERPTR)
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 */
1153 IUnknown *parent;
1154 /** precomputed fvf if simple declaration */
1155 IWineD3DDeviceImpl *wineD3DDevice;
1156 DWORD fvf[MAX_STREAMS];
1157 DWORD allFVF;
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 {
1173 BOOL indices;
1174 BOOL material;
1175 BOOL fvf;
1176 BOOL streamSource[MAX_STREAMS];
1177 BOOL streamFreq[MAX_STREAMS];
1178 BOOL textures[MAX_SAMPLERS];
1179 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1180 BOOL viewport;
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];
1185 BOOL vertexDecl;
1186 BOOL pixelShader;
1187 BOOL pixelShaderConstantsB[MAX_CONST_B];
1188 BOOL pixelShaderConstantsI[MAX_CONST_I];
1189 BOOL *pixelShaderConstantsF;
1190 BOOL vertexShader;
1191 BOOL vertexShaderConstantsB[MAX_CONST_B];
1192 BOOL vertexShaderConstantsI[MAX_CONST_I];
1193 BOOL *vertexShaderConstantsF;
1194 BOOL scissorRect;
1195 } SAVEDSTATES;
1197 typedef struct {
1198 struct list entry;
1199 DWORD count;
1200 DWORD idx[13];
1201 } constants_entry;
1203 struct IWineD3DStateBlockImpl
1205 /* IUnknown fields */
1206 const IWineD3DStateBlockVtbl *lpVtbl;
1207 LONG ref; /* Note: Ref counting not required */
1209 /* IWineD3DStateBlock information */
1210 IUnknown *parent;
1211 IWineD3DDeviceImpl *wineD3DDevice;
1212 WINED3DSTATEBLOCKTYPE blockType;
1214 /* Array indicating whether things have been set or changed */
1215 SAVEDSTATES changed;
1216 SAVEDSTATES set;
1217 struct list set_vconstantsF;
1218 struct list set_pconstantsF;
1220 /* Drawing - Vertex Shader or FVF related */
1221 DWORD fvf;
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;
1232 /* Stream Source */
1233 BOOL streamIsUP;
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 */
1240 /* Indices */
1241 IWineD3DIndexBuffer* pIndexData;
1242 UINT baseVertexIndex;
1243 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1245 /* Transform */
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 */
1254 /* Clipping */
1255 double clipplane[MAX_CLIPPLANES][4];
1256 WINED3DCLIPSTATUS clip_status;
1258 /* ViewPort */
1259 WINED3DVIEWPORT viewport;
1261 /* Material */
1262 WINED3DMATERIAL material;
1264 /* Pixel Shader */
1265 IWineD3DPixelShader *pixelShader;
1267 /* Pixel Shader Constants */
1268 BOOL pixelShaderConstantB[MAX_CONST_B];
1269 INT pixelShaderConstantI[MAX_CONST_I * 4];
1270 float *pixelShaderConstantF;
1272 /* RenderState */
1273 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1275 /* Texture */
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 */
1289 RECT scissorRect;
1292 extern void stateblock_savedstates_set(
1293 IWineD3DStateBlock* iface,
1294 SAVEDSTATES* states,
1295 BOOL value);
1297 extern void stateblock_savedstates_copy(
1298 IWineD3DStateBlock* iface,
1299 SAVEDSTATES* dest,
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 */
1316 IUnknown *parent;
1317 /*TODO: replace with iface usage */
1318 #if 0
1319 IWineD3DDevice *wineD3DDevice;
1320 #else
1321 IWineD3DDeviceImpl *wineD3DDevice;
1322 #endif
1324 /* IWineD3DQuery fields */
1325 WINED3DQUERYTYPE type;
1326 /* TODO: Think about using a IUnknown instead of a void* */
1327 void *extendedData;
1330 } IWineD3DQueryImpl;
1332 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1334 /* Datastructures for IWineD3DQueryImpl.extendedData */
1335 typedef struct WineQueryOcclusionData {
1336 GLuint queryId;
1337 } WineQueryOcclusionData;
1340 /*****************************************************************************
1341 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1344 typedef struct IWineD3DSwapChainImpl
1346 /*IUnknown part*/
1347 const IWineD3DSwapChainVtbl *lpVtbl;
1348 LONG ref; /* Note: Ref counting not required */
1350 IUnknown *parent;
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 */
1365 HWND win_handle;
1366 Window win;
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);
1400 /* Math utils */
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;
1474 typedef struct {
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 {
1494 DWORD usage;
1495 DWORD reg;
1496 } semantic;
1498 typedef struct local_constant {
1499 struct list entry;
1500 unsigned int idx;
1501 DWORD value[4];
1502 } 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];
1517 char bumpmat;
1519 /* Whether or not a loop is used in this shader */
1520 char loop;
1522 /* Whether or not this shader uses fog */
1523 char fog;
1525 } shader_reg_maps;
1527 #define SHADER_PGMSIZE 65535
1528 typedef struct SHADER_BUFFER {
1529 char* buffer;
1530 unsigned int bsize;
1531 unsigned int lineNo;
1532 BOOL newline;
1533 } SHADER_BUFFER;
1535 /* Undocumented opcode controls */
1536 #define INST_CONTROLS_SHIFT 16
1537 #define INST_CONTROLS_MASK 0x00ff0000
1539 typedef enum COMPARISON_TYPE {
1540 COMPARISON_GT = 1,
1541 COMPARISON_EQ = 2,
1542 COMPARISON_GE = 3,
1543 COMPARISON_LT = 4,
1544 COMPARISON_NE = 5,
1545 COMPARISON_LE = 6
1546 } COMPARISON_TYPE;
1548 typedef struct SHADER_OPCODE {
1549 unsigned int opcode;
1550 const char* name;
1551 const char* glname;
1552 char dst_token;
1553 CONST UINT num_params;
1554 shader_fct_t soft_fct;
1555 SHADER_HANDLER hw_fct;
1556 SHADER_HANDLER hw_glsl_fct;
1557 DWORD min_version;
1558 DWORD max_version;
1559 } SHADER_OPCODE;
1561 typedef struct SHADER_OPCODE_ARG {
1562 IWineD3DBaseShader* shader;
1563 shader_reg_maps* reg_maps;
1564 CONST SHADER_OPCODE* opcode;
1565 DWORD opcode_token;
1566 DWORD dst;
1567 DWORD dst_addr;
1568 DWORD predicate;
1569 DWORD src[4];
1570 DWORD src_addr[4];
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;
1585 unsigned int label;
1586 } SHADER_LIMITS;
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,
1603 const DWORD code);
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
1725 DWORD hex_version;
1726 SHADER_LIMITS limits;
1727 SHADER_PARSE_STATE parse_state;
1728 CONST SHADER_OPCODE *shader_ins;
1729 CONST DWORD *function;
1730 UINT functionLength;
1731 GLuint prgId;
1732 BOOL is_compiled;
1734 /* Type of shader backend */
1735 int shader_mode;
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 {
1752 /* IUnknown */
1753 const IWineD3DBaseShaderVtbl *lpVtbl;
1754 LONG ref;
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,
1791 const DWORD param,
1792 const DWORD addr_token,
1793 int input);
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,
1802 DWORD* param,
1803 DWORD* addr_token);
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,
1811 GLhandleARB obj);
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 {
1842 /* IUnknown parts*/
1843 const IWineD3DVertexShaderVtbl *lpVtbl;
1844 LONG ref; /* Note: Ref counting not required */
1846 /* IWineD3DBaseShader */
1847 IWineD3DBaseShaderClass baseShader;
1849 /* IWineD3DVertexShaderImpl */
1850 IUnknown *parent;
1852 char usesFog;
1853 DWORD usage;
1855 /* Vertex shader input and output semantics */
1856 semantic semantics_in [MAX_ATTRIBS];
1857 semantic semantics_out [MAX_REG_OUTPUT];
1859 /* run time datas... */
1860 VSHADERDATA *data;
1861 #if 0 /* needs reworking */
1862 /* run time datas */
1863 VSHADERINPUTDATA input;
1864 VSHADEROUTPUTDATA output;
1865 #endif
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 */
1882 IUnknown *parent;
1884 /* Pixel shader input semantics */
1885 semantic semantics_in [MAX_REG_INPUT];
1887 /* run time data */
1888 PSHADERDATA *data;
1890 /* Some information about the shader behavior */
1891 char needsbumpmat;
1892 UINT bumpenvmatconst;
1894 #if 0 /* needs reworking */
1895 PSHADERINPUTDATA input;
1896 PSHADEROUTPUTDATA output;
1897 #endif
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;
1909 LONG ref;
1911 IUnknown *parent;
1912 IWineD3DDeviceImpl *wineD3DDevice;
1914 /* IWineD3DPalette */
1915 HPALETTE hpal;
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];
1921 DWORD Flags;
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
1933 typedef struct {
1934 WINED3DFORMAT format;
1935 DWORD alphaMask, redMask, greenMask, blueMask;
1936 UINT bpp;
1937 BOOL isFourcc;
1938 GLint glInternal, glFormat, glType;
1939 } PixelFormatDesc;
1941 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1942 #endif