wined3d: Get rid of the "swapchain" parameter to surface_get_gl_buffer().
[wine/testsucceed.git] / dlls / wined3d / wined3d_private.h
blobb74868d6be283badf05260054e0b9b676ce5bac0
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
54 /* Texture format fixups */
56 enum fixup_channel_source
58 CHANNEL_SOURCE_ZERO = 0,
59 CHANNEL_SOURCE_ONE = 1,
60 CHANNEL_SOURCE_X = 2,
61 CHANNEL_SOURCE_Y = 3,
62 CHANNEL_SOURCE_Z = 4,
63 CHANNEL_SOURCE_W = 5,
64 CHANNEL_SOURCE_YUV0 = 6,
65 CHANNEL_SOURCE_YUV1 = 7,
68 enum yuv_fixup
70 YUV_FIXUP_YUY2 = 0,
71 YUV_FIXUP_UYVY = 1,
72 YUV_FIXUP_YV12 = 2,
75 #include <pshpack2.h>
76 struct color_fixup_desc
78 unsigned x_sign_fixup : 1;
79 unsigned x_source : 3;
80 unsigned y_sign_fixup : 1;
81 unsigned y_source : 3;
82 unsigned z_sign_fixup : 1;
83 unsigned z_source : 3;
84 unsigned w_sign_fixup : 1;
85 unsigned w_source : 3;
87 #include <poppack.h>
89 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
90 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
92 static inline struct color_fixup_desc create_color_fixup_desc(
93 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
94 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
96 struct color_fixup_desc fixup =
98 sign0, src0,
99 sign1, src1,
100 sign2, src2,
101 sign3, src3,
103 return fixup;
106 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
108 struct color_fixup_desc fixup =
110 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
115 return fixup;
118 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
120 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
123 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
125 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
128 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
130 enum yuv_fixup yuv_fixup = 0;
131 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
132 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
133 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
134 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
135 return yuv_fixup;
138 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
139 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
140 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
142 /* Device caps */
143 #define MAX_PALETTES 65536
144 #define MAX_STREAMS 16
145 #define MAX_TEXTURES 8
146 #define MAX_FRAGMENT_SAMPLERS 16
147 #define MAX_VERTEX_SAMPLERS 4
148 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
149 #define MAX_ACTIVE_LIGHTS 8
150 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
152 extern GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1] DECLSPEC_HIDDEN;
154 struct min_lookup
156 GLenum mip[WINED3DTEXF_LINEAR + 1];
159 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
167 return mag_lookup[mag_filter];
170 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
171 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
173 return min_mip_lookup[min_filter].mip[mip_filter];
176 /* float_16_to_32() and float_32_to_16() (see implementation in
177 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
178 * to standard C floats and vice versa. They do not depend on the encoding
179 * of the C float, so they are platform independent, but slow. On x86 and
180 * other IEEE 754 compliant platforms the conversion can be accelerated by
181 * bit shifting the exponent and mantissa. There are also some SSE-based
182 * assembly routines out there.
184 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
186 static inline float float_16_to_32(const unsigned short *in) {
187 const unsigned short s = ((*in) & 0x8000);
188 const unsigned short e = ((*in) & 0x7C00) >> 10;
189 const unsigned short m = (*in) & 0x3FF;
190 const float sgn = (s ? -1.0f : 1.0f);
192 if(e == 0) {
193 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
194 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
195 } else if(e < 31) {
196 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
197 } else {
198 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
199 else return 0.0f / 0.0f; /* NAN */
203 static inline float float_24_to_32(DWORD in)
205 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
206 const unsigned short e = (in & 0x780000) >> 19;
207 const unsigned short m = in & 0x7ffff;
209 if (e == 0)
211 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
212 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
214 else if (e < 15)
216 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
218 else
220 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
221 else return 0.0f / 0.0f; /* NAN */
226 * Settings
228 #define VS_NONE 0
229 #define VS_HW 1
231 #define PS_NONE 0
232 #define PS_HW 1
234 #define VBO_NONE 0
235 #define VBO_HW 1
237 #define ORM_BACKBUFFER 0
238 #define ORM_PBUFFER 1
239 #define ORM_FBO 2
241 #define SHADER_ARB 1
242 #define SHADER_GLSL 2
243 #define SHADER_ATI 3
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
257 int vs_mode;
258 int ps_mode;
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
262 BOOL glslRequested;
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 } wined3d_settings_t;
273 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
275 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
277 WINED3DSTT_UNKNOWN = 0,
278 WINED3DSTT_1D = 1,
279 WINED3DSTT_2D = 2,
280 WINED3DSTT_CUBE = 3,
281 WINED3DSTT_VOLUME = 4,
282 } WINED3DSAMPLER_TEXTURE_TYPE;
284 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
286 WINED3DSPR_TEMP = 0,
287 WINED3DSPR_INPUT = 1,
288 WINED3DSPR_CONST = 2,
289 WINED3DSPR_ADDR = 3,
290 WINED3DSPR_TEXTURE = 3,
291 WINED3DSPR_RASTOUT = 4,
292 WINED3DSPR_ATTROUT = 5,
293 WINED3DSPR_TEXCRDOUT = 6,
294 WINED3DSPR_OUTPUT = 6,
295 WINED3DSPR_CONSTINT = 7,
296 WINED3DSPR_COLOROUT = 8,
297 WINED3DSPR_DEPTHOUT = 9,
298 WINED3DSPR_SAMPLER = 10,
299 WINED3DSPR_CONST2 = 11,
300 WINED3DSPR_CONST3 = 12,
301 WINED3DSPR_CONST4 = 13,
302 WINED3DSPR_CONSTBOOL = 14,
303 WINED3DSPR_LOOP = 15,
304 WINED3DSPR_TEMPFLOAT16 = 16,
305 WINED3DSPR_MISCTYPE = 17,
306 WINED3DSPR_LABEL = 18,
307 WINED3DSPR_PREDICATE = 19,
308 WINED3DSPR_IMMCONST,
309 WINED3DSPR_CONSTBUFFER,
310 } WINED3DSHADER_PARAM_REGISTER_TYPE;
312 enum wined3d_immconst_type
314 WINED3D_IMMCONST_FLOAT,
315 WINED3D_IMMCONST_FLOAT4,
318 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
320 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
322 WINED3DSPSM_NONE = 0,
323 WINED3DSPSM_NEG = 1,
324 WINED3DSPSM_BIAS = 2,
325 WINED3DSPSM_BIASNEG = 3,
326 WINED3DSPSM_SIGN = 4,
327 WINED3DSPSM_SIGNNEG = 5,
328 WINED3DSPSM_COMP = 6,
329 WINED3DSPSM_X2 = 7,
330 WINED3DSPSM_X2NEG = 8,
331 WINED3DSPSM_DZ = 9,
332 WINED3DSPSM_DW = 10,
333 WINED3DSPSM_ABS = 11,
334 WINED3DSPSM_ABSNEG = 12,
335 WINED3DSPSM_NOT = 13,
336 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
338 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
339 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
340 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
341 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
342 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
344 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
346 WINED3DSPDM_NONE = 0,
347 WINED3DSPDM_SATURATE = 1,
348 WINED3DSPDM_PARTIALPRECISION = 2,
349 WINED3DSPDM_MSAMPCENTROID = 4,
350 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
352 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
353 #define WINED3DSI_TEXLD_PROJECT 1
354 #define WINED3DSI_TEXLD_BIAS 2
356 typedef enum COMPARISON_TYPE
358 COMPARISON_GT = 1,
359 COMPARISON_EQ = 2,
360 COMPARISON_GE = 3,
361 COMPARISON_LT = 4,
362 COMPARISON_NE = 5,
363 COMPARISON_LE = 6,
364 } COMPARISON_TYPE;
366 #define WINED3D_SM1_VS 0xfffe
367 #define WINED3D_SM1_PS 0xffff
368 #define WINED3D_SM4_PS 0x0000
369 #define WINED3D_SM4_VS 0x0001
370 #define WINED3D_SM4_GS 0x0002
372 /* Shader version tokens, and shader end tokens */
373 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
374 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
376 /* Shader backends */
378 /* TODO: Make this dynamic, based on shader limits ? */
379 #define MAX_ATTRIBS 16
380 #define MAX_REG_ADDR 1
381 #define MAX_REG_TEMP 32
382 #define MAX_REG_TEXCRD 8
383 #define MAX_REG_INPUT 12
384 #define MAX_REG_OUTPUT 12
385 #define MAX_CONST_I 16
386 #define MAX_CONST_B 16
388 /* FIXME: This needs to go up to 2048 for
389 * Shader model 3 according to msdn (and for software shaders) */
390 #define MAX_LABELS 16
392 #define SHADER_PGMSIZE 65535
394 struct wined3d_shader_buffer
396 char *buffer;
397 unsigned int bsize;
398 unsigned int lineNo;
399 BOOL newline;
402 enum WINED3D_SHADER_INSTRUCTION_HANDLER
404 WINED3DSIH_ABS,
405 WINED3DSIH_ADD,
406 WINED3DSIH_BEM,
407 WINED3DSIH_BREAK,
408 WINED3DSIH_BREAKC,
409 WINED3DSIH_BREAKP,
410 WINED3DSIH_CALL,
411 WINED3DSIH_CALLNZ,
412 WINED3DSIH_CMP,
413 WINED3DSIH_CND,
414 WINED3DSIH_CRS,
415 WINED3DSIH_DCL,
416 WINED3DSIH_DEF,
417 WINED3DSIH_DEFB,
418 WINED3DSIH_DEFI,
419 WINED3DSIH_DP2ADD,
420 WINED3DSIH_DP3,
421 WINED3DSIH_DP4,
422 WINED3DSIH_DST,
423 WINED3DSIH_DSX,
424 WINED3DSIH_DSY,
425 WINED3DSIH_ELSE,
426 WINED3DSIH_ENDIF,
427 WINED3DSIH_ENDLOOP,
428 WINED3DSIH_ENDREP,
429 WINED3DSIH_EXP,
430 WINED3DSIH_EXPP,
431 WINED3DSIH_FRC,
432 WINED3DSIH_IF,
433 WINED3DSIH_IFC,
434 WINED3DSIH_LABEL,
435 WINED3DSIH_LIT,
436 WINED3DSIH_LOG,
437 WINED3DSIH_LOGP,
438 WINED3DSIH_LOOP,
439 WINED3DSIH_LRP,
440 WINED3DSIH_M3x2,
441 WINED3DSIH_M3x3,
442 WINED3DSIH_M3x4,
443 WINED3DSIH_M4x3,
444 WINED3DSIH_M4x4,
445 WINED3DSIH_MAD,
446 WINED3DSIH_MAX,
447 WINED3DSIH_MIN,
448 WINED3DSIH_MOV,
449 WINED3DSIH_MOVA,
450 WINED3DSIH_MUL,
451 WINED3DSIH_NOP,
452 WINED3DSIH_NRM,
453 WINED3DSIH_PHASE,
454 WINED3DSIH_POW,
455 WINED3DSIH_RCP,
456 WINED3DSIH_REP,
457 WINED3DSIH_RET,
458 WINED3DSIH_RSQ,
459 WINED3DSIH_SETP,
460 WINED3DSIH_SGE,
461 WINED3DSIH_SGN,
462 WINED3DSIH_SINCOS,
463 WINED3DSIH_SLT,
464 WINED3DSIH_SUB,
465 WINED3DSIH_TEX,
466 WINED3DSIH_TEXBEM,
467 WINED3DSIH_TEXBEML,
468 WINED3DSIH_TEXCOORD,
469 WINED3DSIH_TEXDEPTH,
470 WINED3DSIH_TEXDP3,
471 WINED3DSIH_TEXDP3TEX,
472 WINED3DSIH_TEXKILL,
473 WINED3DSIH_TEXLDD,
474 WINED3DSIH_TEXLDL,
475 WINED3DSIH_TEXM3x2DEPTH,
476 WINED3DSIH_TEXM3x2PAD,
477 WINED3DSIH_TEXM3x2TEX,
478 WINED3DSIH_TEXM3x3,
479 WINED3DSIH_TEXM3x3DIFF,
480 WINED3DSIH_TEXM3x3PAD,
481 WINED3DSIH_TEXM3x3SPEC,
482 WINED3DSIH_TEXM3x3TEX,
483 WINED3DSIH_TEXM3x3VSPEC,
484 WINED3DSIH_TEXREG2AR,
485 WINED3DSIH_TEXREG2GB,
486 WINED3DSIH_TEXREG2RGB,
487 WINED3DSIH_TABLE_SIZE
490 enum wined3d_shader_type
492 WINED3D_SHADER_TYPE_PIXEL,
493 WINED3D_SHADER_TYPE_VERTEX,
494 WINED3D_SHADER_TYPE_GEOMETRY,
497 struct wined3d_shader_version
499 enum wined3d_shader_type type;
500 BYTE major;
501 BYTE minor;
504 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
506 typedef struct shader_reg_maps
508 struct wined3d_shader_version shader_version;
509 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
510 BYTE address; /* MAX_REG_ADDR, 1 */
511 WORD labels; /* MAX_LABELS, 16 */
512 DWORD temporary; /* MAX_REG_TEMP, 32 */
513 DWORD *constf; /* pixel, vertex */
514 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
515 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
516 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
517 WORD integer_constants; /* MAX_CONST_I, 16 */
518 WORD boolean_constants; /* MAX_CONST_B, 16 */
519 WORD local_int_consts; /* MAX_CONST_I, 16 */
520 WORD local_bool_consts; /* MAX_CONST_B, 16 */
522 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
523 BYTE bumpmat; /* MAX_TEXTURES, 8 */
524 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
526 WORD usesnrm : 1;
527 WORD vpos : 1;
528 WORD usesdsx : 1;
529 WORD usesdsy : 1;
530 WORD usestexldd : 1;
531 WORD usesmova : 1;
532 WORD usesfacing : 1;
533 WORD usesrelconstF : 1;
534 WORD fog : 1;
535 WORD usestexldl : 1;
536 WORD usesifc : 1;
537 WORD usescall : 1;
538 WORD padding : 4;
540 /* Whether or not loops are used in this shader, and nesting depth */
541 unsigned loop_depth;
542 unsigned highest_render_target;
544 } shader_reg_maps;
546 struct wined3d_shader_context
548 IWineD3DBaseShader *shader;
549 const struct shader_reg_maps *reg_maps;
550 struct wined3d_shader_buffer *buffer;
551 void *backend_data;
554 struct wined3d_shader_register
556 WINED3DSHADER_PARAM_REGISTER_TYPE type;
557 UINT idx;
558 UINT array_idx;
559 const struct wined3d_shader_src_param *rel_addr;
560 enum wined3d_immconst_type immconst_type;
561 DWORD immconst_data[4];
564 struct wined3d_shader_dst_param
566 struct wined3d_shader_register reg;
567 DWORD write_mask;
568 DWORD modifiers;
569 DWORD shift;
572 struct wined3d_shader_src_param
574 struct wined3d_shader_register reg;
575 DWORD swizzle;
576 DWORD modifiers;
579 struct wined3d_shader_instruction
581 const struct wined3d_shader_context *ctx;
582 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
583 DWORD flags;
584 BOOL coissue;
585 DWORD predicate;
586 UINT dst_count;
587 const struct wined3d_shader_dst_param *dst;
588 UINT src_count;
589 const struct wined3d_shader_src_param *src;
592 struct wined3d_shader_semantic
594 WINED3DDECLUSAGE usage;
595 UINT usage_idx;
596 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
597 struct wined3d_shader_dst_param reg;
600 struct wined3d_shader_attribute
602 WINED3DDECLUSAGE usage;
603 UINT usage_idx;
606 struct wined3d_shader_loop_control
608 unsigned int count;
609 unsigned int start;
610 int step;
613 struct wined3d_shader_frontend
615 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
616 void (*shader_free)(void *data);
617 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
618 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
619 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
620 struct wined3d_shader_src_param *src_rel_addr);
621 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
622 struct wined3d_shader_src_param *dst_rel_addr);
623 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
624 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
625 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
628 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
629 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
631 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
633 struct shader_caps {
634 DWORD VertexShaderVersion;
635 DWORD MaxVertexShaderConst;
637 DWORD PixelShaderVersion;
638 float PixelShader1xMaxValue;
639 DWORD MaxPixelShaderConst;
641 WINED3DVSHADERCAPS2_0 VS20Caps;
642 WINED3DPSHADERCAPS2_0 PS20Caps;
644 DWORD MaxVShaderInstructionsExecuted;
645 DWORD MaxPShaderInstructionsExecuted;
646 DWORD MaxVertexShader30InstructionSlots;
647 DWORD MaxPixelShader30InstructionSlots;
649 BOOL VSClipping;
652 enum tex_types
654 tex_1d = 0,
655 tex_2d = 1,
656 tex_3d = 2,
657 tex_cube = 3,
658 tex_rect = 4,
659 tex_type_count = 5,
662 enum vertexprocessing_mode {
663 fixedfunction,
664 vertexshader,
665 pretransformed
668 #define WINED3D_CONST_NUM_UNUSED ~0U
670 enum fogmode {
671 FOG_OFF,
672 FOG_LINEAR,
673 FOG_EXP,
674 FOG_EXP2
677 /* Stateblock dependent parameters which have to be hardcoded
678 * into the shader code
680 struct ps_compile_args {
681 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
682 enum vertexprocessing_mode vp_mode;
683 enum fogmode fog;
684 /* Projected textures(ps 1.0-1.3) */
685 /* Texture types(2D, Cube, 3D) in ps 1.x */
686 BOOL srgb_correction;
687 WORD np2_fixup;
688 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
689 D3D9 has a limit of 16 samplers and the fixup is superfluous
690 in D3D10 (unconditional NP2 support mandatory). */
693 enum fog_src_type {
694 VS_FOG_Z = 0,
695 VS_FOG_COORD = 1
698 struct vs_compile_args {
699 BYTE fog_src;
700 BYTE clip_enabled;
701 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
704 struct wined3d_context;
706 typedef struct {
707 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
708 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
709 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
710 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
711 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
712 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
713 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
714 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
715 void (*shader_destroy)(IWineD3DBaseShader *iface);
716 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
717 void (*shader_free_private)(IWineD3DDevice *iface);
718 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
719 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
720 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
721 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
722 } shader_backend_t;
724 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
725 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
726 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
728 /* X11 locking */
730 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
731 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
733 /* As GLX relies on X, this is needed */
734 extern int num_lock DECLSPEC_HIDDEN;
736 #if 0
737 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
738 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
739 #else
740 #define ENTER_GL() wine_tsx11_lock_ptr()
741 #define LEAVE_GL() wine_tsx11_unlock_ptr()
742 #endif
744 /*****************************************************************************
745 * Defines
748 /* GL related defines */
749 /* ------------------ */
750 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
752 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
753 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
754 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
755 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
757 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
758 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
759 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
760 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
762 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
763 (vec)[0] = D3DCOLOR_R(dw); \
764 (vec)[1] = D3DCOLOR_G(dw); \
765 (vec)[2] = D3DCOLOR_B(dw); \
766 (vec)[3] = D3DCOLOR_A(dw); \
767 } while(0)
769 /* DirectX Device Limits */
770 /* --------------------- */
771 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
772 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
774 /* Checking of API calls */
775 /* --------------------- */
776 #ifndef WINE_NO_DEBUG_MSGS
777 #define checkGLcall(A) \
778 do { \
779 GLint err; \
780 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
781 err = glGetError(); \
782 if (err == GL_NO_ERROR) { \
783 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
785 } else do { \
786 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
787 debug_glerror(err), err, A, __FILE__, __LINE__); \
788 err = glGetError(); \
789 } while (err != GL_NO_ERROR); \
790 } while(0)
791 #else
792 #define checkGLcall(A) do {} while(0)
793 #endif
795 /* Trace routines / diagnostics */
796 /* ---------------------------- */
798 /* Dump out a matrix and copy it */
799 #define conv_mat(mat,gl_mat) \
800 do { \
801 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
802 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
803 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
804 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
805 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
806 } while (0)
808 /* Trace vector and strided data information */
809 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
810 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
811 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
812 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
814 /* Advance declaration of structures to satisfy compiler */
815 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
816 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
817 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
818 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
819 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
821 /* Global variables */
822 extern const float identity[16] DECLSPEC_HIDDEN;
824 /*****************************************************************************
825 * Compilable extra diagnostics
828 /* Trace information per-vertex: (extremely high amount of trace) */
829 #if 0 /* NOTE: Must be 0 in cvs */
830 # define VTRACE(A) TRACE A
831 #else
832 # define VTRACE(A)
833 #endif
835 /* TODO: Confirm each of these works when wined3d move completed */
836 #if 0 /* NOTE: Must be 0 in cvs */
837 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
838 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
839 is enabled, and if it doesn't exist it is disabled. */
840 # define FRAME_DEBUGGING
841 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
842 the file is deleted */
843 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
844 # define SINGLE_FRAME_DEBUGGING
845 # endif
846 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
847 It can only be enabled when FRAME_DEBUGGING is also enabled
848 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
849 array is drawn. */
850 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
851 # define SHOW_FRAME_MAKEUP 1
852 # endif
853 /* The following, when enabled, lets you see the makeup of the all the textures used during each
854 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
855 The contents of the textures assigned to each stage are written into
856 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
857 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
858 # define SHOW_TEXTURE_MAKEUP 0
859 # endif
860 extern BOOL isOn;
861 extern BOOL isDumpingFrames;
862 extern LONG primCounter;
863 #endif
865 enum wined3d_ffp_idx
867 WINED3D_FFP_POSITION = 0,
868 WINED3D_FFP_BLENDWEIGHT = 1,
869 WINED3D_FFP_BLENDINDICES = 2,
870 WINED3D_FFP_NORMAL = 3,
871 WINED3D_FFP_PSIZE = 4,
872 WINED3D_FFP_DIFFUSE = 5,
873 WINED3D_FFP_SPECULAR = 6,
874 WINED3D_FFP_TEXCOORD0 = 7,
875 WINED3D_FFP_TEXCOORD1 = 8,
876 WINED3D_FFP_TEXCOORD2 = 9,
877 WINED3D_FFP_TEXCOORD3 = 10,
878 WINED3D_FFP_TEXCOORD4 = 11,
879 WINED3D_FFP_TEXCOORD5 = 12,
880 WINED3D_FFP_TEXCOORD6 = 13,
881 WINED3D_FFP_TEXCOORD7 = 14,
884 enum wined3d_ffp_emit_idx
886 WINED3D_FFP_EMIT_FLOAT1 = 0,
887 WINED3D_FFP_EMIT_FLOAT2 = 1,
888 WINED3D_FFP_EMIT_FLOAT3 = 2,
889 WINED3D_FFP_EMIT_FLOAT4 = 3,
890 WINED3D_FFP_EMIT_D3DCOLOR = 4,
891 WINED3D_FFP_EMIT_UBYTE4 = 5,
892 WINED3D_FFP_EMIT_SHORT2 = 6,
893 WINED3D_FFP_EMIT_SHORT4 = 7,
894 WINED3D_FFP_EMIT_UBYTE4N = 8,
895 WINED3D_FFP_EMIT_SHORT2N = 9,
896 WINED3D_FFP_EMIT_SHORT4N = 10,
897 WINED3D_FFP_EMIT_USHORT2N = 11,
898 WINED3D_FFP_EMIT_USHORT4N = 12,
899 WINED3D_FFP_EMIT_UDEC3 = 13,
900 WINED3D_FFP_EMIT_DEC3N = 14,
901 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
902 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
903 WINED3D_FFP_EMIT_COUNT = 17
906 struct wined3d_stream_info_element
908 const struct GlPixelFormatDesc *format_desc;
909 GLsizei stride;
910 const BYTE *data;
911 UINT stream_idx;
912 GLuint buffer_object;
915 struct wined3d_stream_info
917 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
918 BOOL position_transformed;
919 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
920 WORD use_map; /* MAX_ATTRIBS, 16 */
923 /*****************************************************************************
924 * Prototypes
927 /* Routine common to the draw primitive and draw indexed primitive routines */
928 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
929 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
930 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
932 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
933 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
934 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
935 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
937 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 #define eps 1e-8
943 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
944 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
946 /* Routines and structures related to state management */
948 #define STATE_RENDER(a) (a)
949 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
951 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
952 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
954 /* + 1 because samplers start with 0 */
955 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
956 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
958 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
959 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
961 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
962 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
964 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
965 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
966 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
967 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
969 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
970 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
972 #define STATE_VSHADER (STATE_VDECL + 1)
973 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
975 #define STATE_VIEWPORT (STATE_VSHADER + 1)
976 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
978 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
979 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
980 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
981 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
983 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
984 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
986 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
987 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
989 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
990 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
992 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
994 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
996 #define STATE_HIGHEST (STATE_FRONTFACE)
998 enum fogsource {
999 FOGSOURCE_FFP,
1000 FOGSOURCE_VS,
1001 FOGSOURCE_COORD,
1004 #define WINED3D_MAX_FBO_ENTRIES 64
1006 struct wined3d_occlusion_query
1008 struct list entry;
1009 GLuint id;
1010 struct wined3d_context *context;
1013 struct wined3d_event_query
1015 struct list entry;
1016 GLuint id;
1017 struct wined3d_context *context;
1020 struct wined3d_context
1022 const struct wined3d_gl_info *gl_info;
1023 /* State dirtification
1024 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1025 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1026 * 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
1027 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1029 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1030 DWORD numDirtyEntries;
1031 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1033 IWineD3DSurface *surface;
1034 IWineD3DSurface *current_rt;
1035 DWORD tid; /* Thread ID which owns this context at the moment */
1037 /* Stores some information about the context state for optimization */
1038 WORD render_offscreen : 1;
1039 WORD draw_buffer_dirty : 1;
1040 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1041 WORD last_was_pshader : 1;
1042 WORD last_was_vshader : 1;
1043 WORD namedArraysLoaded : 1;
1044 WORD numberedArraysLoaded : 1;
1045 WORD last_was_blit : 1;
1046 WORD last_was_ckey : 1;
1047 WORD fog_coord : 1;
1048 WORD fog_enabled : 1;
1049 WORD num_untracked_materials : 2; /* Max value 2 */
1050 WORD current : 1;
1051 WORD destroyed : 1;
1052 WORD valid : 1;
1053 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1054 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1055 DWORD numbered_array_mask;
1056 GLenum tracking_parm; /* Which source is tracking current colour */
1057 GLenum untracked_materials[2];
1058 UINT blit_w, blit_h;
1059 enum fogsource fog_source;
1061 char *vshader_const_dirty, *pshader_const_dirty;
1063 /* The actual opengl context */
1064 UINT level;
1065 HGLRC restore_ctx;
1066 HDC restore_dc;
1067 HGLRC glCtx;
1068 HWND win_handle;
1069 HDC hdc;
1070 HPBUFFERARB pbuffer;
1071 GLint aux_buffers;
1073 /* FBOs */
1074 UINT fbo_entry_count;
1075 struct list fbo_list;
1076 struct list fbo_destroy_list;
1077 struct fbo_entry *current_fbo;
1078 GLuint src_fbo;
1079 GLuint dst_fbo;
1080 GLuint fbo_read_binding;
1081 GLuint fbo_draw_binding;
1083 /* Queries */
1084 GLuint *free_occlusion_queries;
1085 UINT free_occlusion_query_size;
1086 UINT free_occlusion_query_count;
1087 struct list occlusion_queries;
1089 GLuint *free_event_queries;
1090 UINT free_event_query_size;
1091 UINT free_event_query_count;
1092 struct list event_queries;
1094 /* Extension emulation */
1095 GLint gl_fog_source;
1096 GLfloat fog_coord_value;
1097 GLfloat color[4], fogstart, fogend, fogcolor[4];
1098 GLuint dummy_arbfp_prog;
1101 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1103 struct StateEntry
1105 DWORD representative;
1106 APPLYSTATEFUNC apply;
1109 struct StateEntryTemplate
1111 DWORD state;
1112 struct StateEntry content;
1113 GL_SupportedExt extension;
1116 struct fragment_caps
1118 DWORD PrimitiveMiscCaps;
1119 DWORD TextureOpCaps;
1120 DWORD MaxTextureBlendStages;
1121 DWORD MaxSimultaneousTextures;
1124 struct fragment_pipeline
1126 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1127 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1128 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1129 void (*free_private)(IWineD3DDevice *iface);
1130 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1131 const struct StateEntryTemplate *states;
1132 BOOL ffp_proj_control;
1135 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1136 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1137 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1138 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1139 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1140 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1141 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1143 /* "Base" state table */
1144 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1145 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1146 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1148 /* Shaders for color conversions in blits */
1149 struct blit_shader
1151 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1152 void (*free_private)(IWineD3DDevice *iface);
1153 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1154 GLenum textype, UINT width, UINT height);
1155 void (*unset_shader)(IWineD3DDevice *iface);
1156 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1159 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1160 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1162 typedef enum ContextUsage {
1163 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1164 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1165 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1166 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1167 } ContextUsage;
1169 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1170 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1171 void context_alloc_event_query(struct wined3d_context *context,
1172 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1173 void context_alloc_occlusion_query(struct wined3d_context *context,
1174 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1175 void context_resource_released(IWineD3DDevice *iface,
1176 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1177 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1178 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1179 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1180 void context_attach_surface_fbo(const struct wined3d_context *context,
1181 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1182 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1183 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1184 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1185 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1186 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1187 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1188 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1189 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1190 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1191 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1192 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1194 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1195 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1197 /* Macros for doing basic GPU detection based on opengl capabilities */
1198 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1199 #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])
1200 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1201 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1203 /*****************************************************************************
1204 * Internal representation of a light
1206 struct wined3d_light_info
1208 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1209 DWORD OriginalIndex;
1210 LONG glIndex;
1211 BOOL enabled;
1213 /* Converted parms to speed up swapping lights */
1214 float lightPosn[4];
1215 float lightDirn[4];
1216 float exponent;
1217 float cutoff;
1219 struct list entry;
1222 /* The default light parameters */
1223 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1225 typedef struct WineD3D_PixelFormat
1227 int iPixelFormat; /* WGL pixel format */
1228 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1229 int redSize, greenSize, blueSize, alphaSize;
1230 int depthSize, stencilSize;
1231 BOOL windowDrawable;
1232 BOOL pbufferDrawable;
1233 BOOL doubleBuffer;
1234 int auxBuffers;
1235 int numSamples;
1236 } WineD3D_PixelFormat;
1238 enum wined3d_pci_vendor
1240 VENDOR_WINE = 0x0000,
1241 VENDOR_MESA = 0x0001,
1242 VENDOR_ATI = 0x1002,
1243 VENDOR_NVIDIA = 0x10de,
1244 VENDOR_INTEL = 0x8086,
1247 enum wined3d_pci_device
1249 CARD_WINE = 0x0000,
1251 CARD_ATI_RAGE_128PRO = 0x5246,
1252 CARD_ATI_RADEON_7200 = 0x5144,
1253 CARD_ATI_RADEON_8500 = 0x514c,
1254 CARD_ATI_RADEON_9500 = 0x4144,
1255 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1256 CARD_ATI_RADEON_X700 = 0x5e4c,
1257 CARD_ATI_RADEON_X1600 = 0x71c2,
1258 CARD_ATI_RADEON_HD2300 = 0x7210,
1259 CARD_ATI_RADEON_HD2600 = 0x9581,
1260 CARD_ATI_RADEON_HD2900 = 0x9400,
1261 CARD_ATI_RADEON_HD3200 = 0x9620,
1262 CARD_ATI_RADEON_HD4350 = 0x954f,
1263 CARD_ATI_RADEON_HD4550 = 0x9540,
1264 CARD_ATI_RADEON_HD4600 = 0x9495,
1265 CARD_ATI_RADEON_HD4650 = 0x9498,
1266 CARD_ATI_RADEON_HD4670 = 0x9490,
1267 CARD_ATI_RADEON_HD4700 = 0x944e,
1268 CARD_ATI_RADEON_HD4770 = 0x94b3,
1269 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1270 CARD_ATI_RADEON_HD4830 = 0x944c,
1271 CARD_ATI_RADEON_HD4850 = 0x9442,
1272 CARD_ATI_RADEON_HD4870 = 0x9440,
1273 CARD_ATI_RADEON_HD4890 = 0x9460,
1275 CARD_NVIDIA_RIVA_128 = 0x0018,
1276 CARD_NVIDIA_RIVA_TNT = 0x0020,
1277 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1278 CARD_NVIDIA_GEFORCE = 0x0100,
1279 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1280 CARD_NVIDIA_GEFORCE2 = 0x0150,
1281 CARD_NVIDIA_GEFORCE3 = 0x0200,
1282 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1283 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1284 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1285 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1286 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1287 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1288 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1289 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1290 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1291 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1292 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1293 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1294 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1295 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1296 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1297 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1298 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1299 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1300 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1301 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1302 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1303 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1304 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1305 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1307 CARD_INTEL_845G = 0x2562,
1308 CARD_INTEL_I830G = 0x3577,
1309 CARD_INTEL_I855G = 0x3582,
1310 CARD_INTEL_I865G = 0x2572,
1311 CARD_INTEL_I915G = 0x2582,
1312 CARD_INTEL_I915GM = 0x2592,
1313 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1314 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1317 struct wined3d_driver_info
1319 enum wined3d_pci_vendor vendor;
1320 enum wined3d_pci_device device;
1321 const char *name;
1322 const char *description;
1323 DWORD version_high;
1324 DWORD version_low;
1327 /* The adapter structure */
1328 struct wined3d_adapter
1330 UINT ordinal;
1331 BOOL opengl;
1332 POINT monitorPoint;
1333 struct wined3d_gl_info gl_info;
1334 struct wined3d_driver_info driver_info;
1335 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1336 int nCfgs;
1337 WineD3D_PixelFormat *cfgs;
1338 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1339 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1340 unsigned int UsedTextureRam;
1341 LUID luid;
1344 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1345 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1346 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1347 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1349 /*****************************************************************************
1350 * High order patch management
1352 struct WineD3DRectPatch
1354 UINT Handle;
1355 float *mem;
1356 WineDirect3DVertexStridedData strided;
1357 WINED3DRECTPATCH_INFO RectPatchInfo;
1358 float numSegs[4];
1359 char has_normals, has_texcoords;
1360 struct list entry;
1363 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1365 enum projection_types
1367 proj_none = 0,
1368 proj_count3 = 1,
1369 proj_count4 = 2
1372 enum dst_arg
1374 resultreg = 0,
1375 tempreg = 1
1378 /*****************************************************************************
1379 * Fixed function pipeline replacements
1381 #define ARG_UNUSED 0xff
1382 struct texture_stage_op
1384 unsigned cop : 8;
1385 unsigned carg1 : 8;
1386 unsigned carg2 : 8;
1387 unsigned carg0 : 8;
1389 unsigned aop : 8;
1390 unsigned aarg1 : 8;
1391 unsigned aarg2 : 8;
1392 unsigned aarg0 : 8;
1394 struct color_fixup_desc color_fixup;
1395 unsigned tex_type : 3;
1396 unsigned dst : 1;
1397 unsigned projected : 2;
1398 unsigned padding : 10;
1401 struct ffp_frag_settings {
1402 struct texture_stage_op op[MAX_TEXTURES];
1403 enum fogmode fog;
1404 /* Use shorts instead of chars to get dword alignment */
1405 unsigned short sRGB_write;
1406 unsigned short emul_clipplanes;
1409 struct ffp_frag_desc
1411 struct wine_rb_entry entry;
1412 struct ffp_frag_settings settings;
1415 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1416 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1418 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1419 BOOL ignore_textype) DECLSPEC_HIDDEN;
1420 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1421 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1422 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1424 /*****************************************************************************
1425 * IWineD3D implementation structure
1427 typedef struct IWineD3DImpl
1429 /* IUnknown fields */
1430 const IWineD3DVtbl *lpVtbl;
1431 LONG ref; /* Note: Ref counting not required */
1433 /* WineD3D Information */
1434 IUnknown *parent;
1435 UINT dxVersion;
1437 UINT adapter_count;
1438 struct wined3d_adapter adapters[1];
1439 } IWineD3DImpl;
1441 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1443 BOOL wined3d_register_window(HWND window, struct IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
1444 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1445 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1447 /* A helper function that dumps a resource list */
1448 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1450 /*****************************************************************************
1451 * IWineD3DDevice implementation structure
1453 #define WINED3D_UNMAPPED_STAGE ~0U
1455 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1456 #define WINED3DCREATE_MULTITHREADED 0x00000004
1458 struct IWineD3DDeviceImpl
1460 /* IUnknown fields */
1461 const IWineD3DDeviceVtbl *lpVtbl;
1462 LONG ref; /* Note: Ref counting not required */
1464 /* WineD3D Information */
1465 IUnknown *parent;
1466 IWineD3DDeviceParent *device_parent;
1467 IWineD3D *wined3d;
1468 struct wined3d_adapter *adapter;
1470 /* Window styles to restore when switching fullscreen mode */
1471 LONG style;
1472 LONG exStyle;
1474 /* X and GL Information */
1475 GLint maxConcurrentLights;
1476 GLenum offscreenBuffer;
1478 /* Selected capabilities */
1479 int vs_selected_mode;
1480 int ps_selected_mode;
1481 const shader_backend_t *shader_backend;
1482 void *shader_priv;
1483 void *fragment_priv;
1484 void *blit_priv;
1485 struct StateEntry StateTable[STATE_HIGHEST + 1];
1486 /* Array of functions for states which are handled by more than one pipeline part */
1487 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1488 const struct fragment_pipeline *frag_pipe;
1489 const struct blit_shader *blitter;
1491 unsigned int max_ffp_textures, max_ffp_texture_stages;
1492 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1493 DWORD vs_clipping;
1495 WORD view_ident : 1; /* true iff view matrix is identity */
1496 WORD untransformed : 1;
1497 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1498 WORD isRecordingState : 1;
1499 WORD isInDraw : 1;
1500 WORD bCursorVisible : 1;
1501 WORD haveHardwareCursor : 1;
1502 WORD d3d_initialized : 1;
1503 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1504 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1505 WORD useDrawStridedSlow : 1;
1506 WORD instancedDraw : 1;
1507 WORD padding : 4;
1509 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1511 #define DDRAW_PITCH_ALIGNMENT 8
1512 #define D3D8_PITCH_ALIGNMENT 4
1513 unsigned char surface_alignment; /* Line Alignment of surfaces */
1515 /* State block related */
1516 IWineD3DStateBlockImpl *stateBlock;
1517 IWineD3DStateBlockImpl *updateStateBlock;
1519 /* Internal use fields */
1520 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1521 WINED3DDEVTYPE devType;
1523 IWineD3DSwapChain **swapchains;
1524 UINT NumberOfSwapChains;
1526 struct list resources; /* a linked list to track resources created by the device */
1527 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1528 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1530 /* Render Target Support */
1531 IWineD3DSurface **render_targets;
1532 IWineD3DSurface *auto_depth_stencil_buffer;
1533 IWineD3DSurface *stencilBufferTarget;
1535 /* palettes texture management */
1536 UINT NumberOfPalettes;
1537 PALETTEENTRY **palettes;
1538 UINT currentPalette;
1539 UINT paletteConversionShader;
1541 /* For rendering to a texture using glCopyTexImage */
1542 GLenum *draw_buffers;
1543 GLuint depth_blt_texture;
1544 GLuint depth_blt_rb;
1545 UINT depth_blt_rb_w;
1546 UINT depth_blt_rb_h;
1548 /* Cursor management */
1549 UINT xHotSpot;
1550 UINT yHotSpot;
1551 UINT xScreenSpace;
1552 UINT yScreenSpace;
1553 UINT cursorWidth, cursorHeight;
1554 GLuint cursorTexture;
1555 HCURSOR hardwareCursor;
1557 /* The Wine logo surface */
1558 IWineD3DSurface *logo_surface;
1560 /* Textures for when no other textures are mapped */
1561 UINT dummyTextureName[MAX_TEXTURES];
1563 /* DirectDraw stuff */
1564 DWORD ddraw_width, ddraw_height;
1565 WINED3DFORMAT ddraw_format;
1567 /* Final position fixup constant */
1568 float posFixup[4];
1570 /* With register combiners we can skip junk texture stages */
1571 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1572 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1574 /* Stream source management */
1575 struct wined3d_stream_info strided_streams;
1576 const WineDirect3DVertexStridedData *up_strided;
1578 /* Context management */
1579 struct wined3d_context **contexts;
1580 UINT numContexts;
1581 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1582 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1584 /* High level patch management */
1585 #define PATCHMAP_SIZE 43
1586 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1587 struct list patches[PATCHMAP_SIZE];
1588 struct WineD3DRectPatch *currentPatch;
1591 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1592 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1593 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1594 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1595 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1596 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1597 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1598 void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
1599 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1600 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1601 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1602 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1603 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1605 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1607 DWORD idx = state >> 5;
1608 BYTE shift = state & 0x1f;
1609 return context->isStateDirty[idx] & (1 << shift);
1612 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1613 typedef struct PrivateData
1615 struct list entry;
1617 GUID tag;
1618 DWORD flags; /* DDSPD_* */
1620 union
1622 LPVOID data;
1623 LPUNKNOWN object;
1624 } ptr;
1626 DWORD size;
1627 } PrivateData;
1629 /*****************************************************************************
1630 * IWineD3DResource implementation structure
1632 typedef struct IWineD3DResourceClass
1634 /* IUnknown fields */
1635 LONG ref; /* Note: Ref counting not required */
1637 /* WineD3DResource Information */
1638 IUnknown *parent;
1639 WINED3DRESOURCETYPE resourceType;
1640 IWineD3DDeviceImpl *device;
1641 WINED3DPOOL pool;
1642 UINT size;
1643 DWORD usage;
1644 const struct GlPixelFormatDesc *format_desc;
1645 DWORD priority;
1646 BYTE *allocatedMemory; /* Pointer to the real data location */
1647 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1648 struct list privateData;
1649 struct list resource_list_entry;
1650 const struct wined3d_parent_ops *parent_ops;
1651 } IWineD3DResourceClass;
1653 typedef struct IWineD3DResourceImpl
1655 /* IUnknown & WineD3DResource Information */
1656 const IWineD3DResourceVtbl *lpVtbl;
1657 IWineD3DResourceClass resource;
1658 } IWineD3DResourceImpl;
1660 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1661 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1662 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1663 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1664 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1665 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1666 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1667 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1668 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1669 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1670 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1671 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1672 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1674 /* Tests show that the start address of resources is 32 byte aligned */
1675 #define RESOURCE_ALIGNMENT 32
1677 /*****************************************************************************
1678 * IWineD3DBaseTexture D3D- > openGL state map lookups
1681 typedef enum winetexturestates {
1682 WINED3DTEXSTA_ADDRESSU = 0,
1683 WINED3DTEXSTA_ADDRESSV = 1,
1684 WINED3DTEXSTA_ADDRESSW = 2,
1685 WINED3DTEXSTA_BORDERCOLOR = 3,
1686 WINED3DTEXSTA_MAGFILTER = 4,
1687 WINED3DTEXSTA_MINFILTER = 5,
1688 WINED3DTEXSTA_MIPFILTER = 6,
1689 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1690 WINED3DTEXSTA_MAXANISOTROPY = 8,
1691 WINED3DTEXSTA_SRGBTEXTURE = 9,
1692 WINED3DTEXSTA_ELEMENTINDEX = 10,
1693 WINED3DTEXSTA_DMAPOFFSET = 11,
1694 WINED3DTEXSTA_TSSADDRESSW = 12,
1695 MAX_WINETEXTURESTATES = 13,
1696 } winetexturestates;
1698 enum WINED3DSRGB
1700 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1701 SRGB_RGB = 1, /* Loads the rgb texture */
1702 SRGB_SRGB = 2, /* Loads the srgb texture */
1703 SRGB_BOTH = 3, /* Loads both textures */
1706 struct gl_texture
1708 DWORD states[MAX_WINETEXTURESTATES];
1709 BOOL dirty;
1710 GLuint name;
1713 /*****************************************************************************
1714 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1716 typedef struct IWineD3DBaseTextureClass
1718 struct gl_texture texture_rgb, texture_srgb;
1719 UINT levels;
1720 float pow2Matrix[16];
1721 UINT LOD;
1722 WINED3DTEXTUREFILTERTYPE filterType;
1723 LONG bindCount;
1724 DWORD sampler;
1725 BOOL is_srgb;
1726 BOOL pow2Matrix_identity;
1727 const struct min_lookup *minMipLookup;
1728 const GLenum *magLookup;
1729 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1730 } IWineD3DBaseTextureClass;
1732 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1733 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1734 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1736 typedef struct IWineD3DBaseTextureImpl
1738 /* IUnknown & WineD3DResource Information */
1739 const IWineD3DBaseTextureVtbl *lpVtbl;
1740 IWineD3DResourceClass resource;
1741 IWineD3DBaseTextureClass baseTexture;
1743 } IWineD3DBaseTextureImpl;
1745 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1746 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1747 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1748 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1749 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1750 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1751 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1752 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1753 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1754 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1755 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1756 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1757 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1758 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1759 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1760 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1761 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1762 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1764 /*****************************************************************************
1765 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1767 typedef struct IWineD3DTextureImpl
1769 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1770 const IWineD3DTextureVtbl *lpVtbl;
1771 IWineD3DResourceClass resource;
1772 IWineD3DBaseTextureClass baseTexture;
1774 /* IWineD3DTexture */
1775 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1776 UINT target;
1777 BOOL cond_np2;
1779 } IWineD3DTextureImpl;
1781 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1782 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1783 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1785 /*****************************************************************************
1786 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1788 typedef struct IWineD3DCubeTextureImpl
1790 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1791 const IWineD3DCubeTextureVtbl *lpVtbl;
1792 IWineD3DResourceClass resource;
1793 IWineD3DBaseTextureClass baseTexture;
1795 /* IWineD3DCubeTexture */
1796 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1797 } IWineD3DCubeTextureImpl;
1799 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1800 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1801 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1803 typedef struct _WINED3DVOLUMET_DESC
1805 UINT Width;
1806 UINT Height;
1807 UINT Depth;
1808 } WINED3DVOLUMET_DESC;
1810 /*****************************************************************************
1811 * IWineD3DVolume implementation structure (extends IUnknown)
1813 typedef struct IWineD3DVolumeImpl
1815 /* IUnknown & WineD3DResource fields */
1816 const IWineD3DVolumeVtbl *lpVtbl;
1817 IWineD3DResourceClass resource;
1819 /* WineD3DVolume Information */
1820 WINED3DVOLUMET_DESC currentDesc;
1821 IWineD3DBase *container;
1822 BOOL lockable;
1823 BOOL locked;
1824 WINED3DBOX lockedBox;
1825 WINED3DBOX dirtyBox;
1826 BOOL dirty;
1827 } IWineD3DVolumeImpl;
1829 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1830 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1831 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1832 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1834 /*****************************************************************************
1835 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1837 typedef struct IWineD3DVolumeTextureImpl
1839 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1840 const IWineD3DVolumeTextureVtbl *lpVtbl;
1841 IWineD3DResourceClass resource;
1842 IWineD3DBaseTextureClass baseTexture;
1844 /* IWineD3DVolumeTexture */
1845 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1846 } IWineD3DVolumeTextureImpl;
1848 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1849 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1850 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1852 typedef struct _WINED3DSURFACET_DESC
1854 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1855 DWORD MultiSampleQuality;
1856 UINT Width;
1857 UINT Height;
1858 } WINED3DSURFACET_DESC;
1860 /*****************************************************************************
1861 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1863 typedef struct wineD3DSurface_DIB {
1864 HBITMAP DIBsection;
1865 void* bitmap_data;
1866 UINT bitmap_size;
1867 HGDIOBJ holdbitmap;
1868 BOOL client_memory;
1869 } wineD3DSurface_DIB;
1871 typedef struct {
1872 struct list entry;
1873 GLuint id;
1874 UINT width;
1875 UINT height;
1876 } renderbuffer_entry_t;
1878 struct fbo_entry
1880 struct list entry;
1881 IWineD3DSurface **render_targets;
1882 IWineD3DSurface *depth_stencil;
1883 BOOL attached;
1884 GLuint id;
1887 /*****************************************************************************
1888 * IWineD3DClipp implementation structure
1890 typedef struct IWineD3DClipperImpl
1892 const IWineD3DClipperVtbl *lpVtbl;
1893 LONG ref;
1895 IUnknown *Parent;
1896 HWND hWnd;
1897 } IWineD3DClipperImpl;
1900 /*****************************************************************************
1901 * IWineD3DSurface implementation structure
1903 struct IWineD3DSurfaceImpl
1905 /* IUnknown & IWineD3DResource Information */
1906 const IWineD3DSurfaceVtbl *lpVtbl;
1907 IWineD3DResourceClass resource;
1909 /* IWineD3DSurface fields */
1910 IWineD3DBase *container;
1911 WINED3DSURFACET_DESC currentDesc;
1912 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1913 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1915 /* TODO: move this off into a management class(maybe!) */
1916 DWORD Flags;
1918 UINT pow2Width;
1919 UINT pow2Height;
1921 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1922 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1924 /* Oversized texture */
1925 RECT glRect;
1927 /* PBO */
1928 GLuint pbo;
1929 GLuint texture_name;
1930 GLuint texture_name_srgb;
1931 GLint texture_level;
1932 GLenum texture_target;
1934 RECT lockedRect;
1935 RECT dirtyRect;
1936 int lockCount;
1937 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1939 /* For GetDC */
1940 wineD3DSurface_DIB dib;
1941 HDC hDC;
1943 /* Color keys for DDraw */
1944 WINEDDCOLORKEY DestBltCKey;
1945 WINEDDCOLORKEY DestOverlayCKey;
1946 WINEDDCOLORKEY SrcOverlayCKey;
1947 WINEDDCOLORKEY SrcBltCKey;
1948 DWORD CKeyFlags;
1950 WINEDDCOLORKEY glCKey;
1952 struct list renderbuffers;
1953 renderbuffer_entry_t *current_renderbuffer;
1955 /* DirectDraw clippers */
1956 IWineD3DClipper *clipper;
1958 /* DirectDraw Overlay handling */
1959 RECT overlay_srcrect;
1960 RECT overlay_destrect;
1961 IWineD3DSurfaceImpl *overlay_dest;
1962 struct list overlays;
1963 struct list overlay_entry;
1966 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
1967 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
1969 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
1970 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
1971 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1972 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1973 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1974 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1975 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1977 /* Predeclare the shared Surface functions */
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
1979 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
1980 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
1983 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
1984 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
1985 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
1987 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
1988 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1989 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
1991 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2000 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2002 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2006 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2007 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2008 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2009 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2010 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2012 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2013 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2014 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2015 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2016 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2017 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2018 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2019 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2020 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2021 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2023 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2024 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2025 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2026 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2028 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2030 /* Surface flags: */
2031 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2032 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2033 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2034 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2035 #define SFLAG_DISCARD 0x00000010 /* ??? */
2036 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2037 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2038 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2039 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2040 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2041 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2042 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2043 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2044 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2045 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2046 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2047 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2048 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2049 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2050 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2051 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2052 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2053 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2054 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2055 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2057 /* In some conditions the surface memory must not be freed:
2058 * SFLAG_OVERSIZE: Not all data can be kept in GL
2059 * SFLAG_CONVERTED: Converting the data back would take too long
2060 * SFLAG_DIBSECTION: The dib code manages the memory
2061 * SFLAG_LOCKED: The app requires access to the surface data
2062 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2063 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2064 * SFLAG_CLIENT: OpenGL uses our memory as backup
2066 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2067 SFLAG_CONVERTED | \
2068 SFLAG_DIBSECTION | \
2069 SFLAG_LOCKED | \
2070 SFLAG_DYNLOCK | \
2071 SFLAG_USERPTR | \
2072 SFLAG_PBO | \
2073 SFLAG_CLIENT)
2075 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2076 SFLAG_INTEXTURE | \
2077 SFLAG_INDRAWABLE | \
2078 SFLAG_INSRGBTEX)
2080 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2081 SFLAG_DS_OFFSCREEN)
2082 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2084 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2086 typedef enum {
2087 NO_CONVERSION,
2088 CONVERT_PALETTED,
2089 CONVERT_PALETTED_CK,
2090 CONVERT_CK_565,
2091 CONVERT_CK_5551,
2092 CONVERT_CK_4444,
2093 CONVERT_CK_4444_ARGB,
2094 CONVERT_CK_1555,
2095 CONVERT_555,
2096 CONVERT_CK_RGB24,
2097 CONVERT_CK_8888,
2098 CONVERT_CK_8888_ARGB,
2099 CONVERT_RGB32_888,
2100 CONVERT_V8U8,
2101 CONVERT_L6V5U5,
2102 CONVERT_X8L8V8U8,
2103 CONVERT_Q8W8V8U8,
2104 CONVERT_V16U16,
2105 CONVERT_A4L4,
2106 CONVERT_G16R16,
2107 CONVERT_R16G16F,
2108 CONVERT_R32G32F,
2109 CONVERT_D15S1,
2110 CONVERT_D24X4S4,
2111 CONVERT_D24FS8,
2112 } CONVERT_TYPES;
2114 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2115 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2117 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2119 /*****************************************************************************
2120 * IWineD3DVertexDeclaration implementation structure
2123 struct wined3d_vertex_declaration_element
2125 const struct GlPixelFormatDesc *format_desc;
2126 BOOL ffp_valid;
2127 WORD input_slot;
2128 WORD offset;
2129 UINT output_slot;
2130 BYTE method;
2131 BYTE usage;
2132 BYTE usage_idx;
2135 typedef struct IWineD3DVertexDeclarationImpl {
2136 /* IUnknown Information */
2137 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2138 LONG ref;
2140 IUnknown *parent;
2141 const struct wined3d_parent_ops *parent_ops;
2142 IWineD3DDeviceImpl *device;
2144 struct wined3d_vertex_declaration_element *elements;
2145 UINT element_count;
2147 DWORD streams[MAX_STREAMS];
2148 UINT num_streams;
2149 BOOL position_transformed;
2150 BOOL half_float_conv_needed;
2151 } IWineD3DVertexDeclarationImpl;
2153 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2154 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2155 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2157 /*****************************************************************************
2158 * IWineD3DStateBlock implementation structure
2161 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2162 /* Note: Very long winded but gl Lists are not flexible enough */
2163 /* to resolve everything we need, so doing it manually for now */
2164 typedef struct SAVEDSTATES {
2165 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2166 WORD streamSource; /* MAX_STREAMS, 16 */
2167 WORD streamFreq; /* MAX_STREAMS, 16 */
2168 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2169 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2170 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2171 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2172 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2173 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2174 BOOL *pixelShaderConstantsF;
2175 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2176 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2177 BOOL *vertexShaderConstantsF;
2178 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2179 DWORD primitive_type : 1;
2180 DWORD indices : 1;
2181 DWORD material : 1;
2182 DWORD viewport : 1;
2183 DWORD vertexDecl : 1;
2184 DWORD pixelShader : 1;
2185 DWORD vertexShader : 1;
2186 DWORD scissorRect : 1;
2187 DWORD padding : 4;
2188 } SAVEDSTATES;
2190 struct StageState {
2191 DWORD stage;
2192 DWORD state;
2195 struct IWineD3DStateBlockImpl
2197 /* IUnknown fields */
2198 const IWineD3DStateBlockVtbl *lpVtbl;
2199 LONG ref; /* Note: Ref counting not required */
2201 /* IWineD3DStateBlock information */
2202 IWineD3DDeviceImpl *device;
2203 WINED3DSTATEBLOCKTYPE blockType;
2205 /* Array indicating whether things have been set or changed */
2206 SAVEDSTATES changed;
2208 /* Vertex Shader Declaration */
2209 IWineD3DVertexDeclaration *vertexDecl;
2211 IWineD3DVertexShader *vertexShader;
2213 /* Vertex Shader Constants */
2214 BOOL vertexShaderConstantB[MAX_CONST_B];
2215 INT vertexShaderConstantI[MAX_CONST_I * 4];
2216 float *vertexShaderConstantF;
2218 /* primitive type */
2219 GLenum gl_primitive_type;
2221 /* Stream Source */
2222 BOOL streamIsUP;
2223 UINT streamStride[MAX_STREAMS];
2224 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2225 IWineD3DBuffer *streamSource[MAX_STREAMS];
2226 UINT streamFreq[MAX_STREAMS + 1];
2227 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2229 /* Indices */
2230 IWineD3DBuffer* pIndexData;
2231 WINED3DFORMAT IndexFmt;
2232 INT baseVertexIndex;
2233 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2235 /* Transform */
2236 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2238 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2239 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2240 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2241 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2242 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2244 /* Clipping */
2245 double clipplane[MAX_CLIPPLANES][4];
2246 WINED3DCLIPSTATUS clip_status;
2248 /* ViewPort */
2249 WINED3DVIEWPORT viewport;
2251 /* Material */
2252 WINED3DMATERIAL material;
2254 /* Pixel Shader */
2255 IWineD3DPixelShader *pixelShader;
2257 /* Pixel Shader Constants */
2258 BOOL pixelShaderConstantB[MAX_CONST_B];
2259 INT pixelShaderConstantI[MAX_CONST_I * 4];
2260 float *pixelShaderConstantF;
2262 /* RenderState */
2263 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2265 /* Texture */
2266 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2268 /* Texture State Stage */
2269 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2270 DWORD lowest_disabled_stage;
2271 /* Sampler States */
2272 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2274 /* Scissor test rectangle */
2275 RECT scissorRect;
2277 /* Contained state management */
2278 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2279 unsigned int num_contained_render_states;
2280 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2281 unsigned int num_contained_transform_states;
2282 DWORD contained_vs_consts_i[MAX_CONST_I];
2283 unsigned int num_contained_vs_consts_i;
2284 DWORD contained_vs_consts_b[MAX_CONST_B];
2285 unsigned int num_contained_vs_consts_b;
2286 DWORD *contained_vs_consts_f;
2287 unsigned int num_contained_vs_consts_f;
2288 DWORD contained_ps_consts_i[MAX_CONST_I];
2289 unsigned int num_contained_ps_consts_i;
2290 DWORD contained_ps_consts_b[MAX_CONST_B];
2291 unsigned int num_contained_ps_consts_b;
2292 DWORD *contained_ps_consts_f;
2293 unsigned int num_contained_ps_consts_f;
2294 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2295 unsigned int num_contained_tss_states;
2296 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2297 unsigned int num_contained_sampler_states;
2300 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2301 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2302 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2304 /* Direct3D terminology with little modifications. We do not have an issued state
2305 * because only the driver knows about it, but we have a created state because d3d
2306 * allows GetData on a created issue, but opengl doesn't
2308 enum query_state {
2309 QUERY_CREATED,
2310 QUERY_SIGNALLED,
2311 QUERY_BUILDING
2313 /*****************************************************************************
2314 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2316 typedef struct IWineD3DQueryImpl
2318 const IWineD3DQueryVtbl *lpVtbl;
2319 LONG ref; /* Note: Ref counting not required */
2321 IUnknown *parent;
2322 IWineD3DDeviceImpl *device;
2324 /* IWineD3DQuery fields */
2325 enum query_state state;
2326 WINED3DQUERYTYPE type;
2327 /* TODO: Think about using a IUnknown instead of a void* */
2328 void *extendedData;
2329 } IWineD3DQueryImpl;
2331 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2332 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2333 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2335 /* IWineD3DBuffer */
2337 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2338 * fixed function semantics as D3DCOLOR or FLOAT16 */
2339 enum wined3d_buffer_conversion_type
2341 CONV_NONE,
2342 CONV_D3DCOLOR,
2343 CONV_POSITIONT,
2344 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2347 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2348 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2349 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2350 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2351 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2353 struct wined3d_buffer
2355 const struct IWineD3DBufferVtbl *vtbl;
2356 IWineD3DResourceClass resource;
2358 struct wined3d_buffer_desc desc;
2360 GLuint buffer_object;
2361 GLenum buffer_object_usage;
2362 GLenum buffer_type_hint;
2363 UINT buffer_object_size;
2364 LONG bind_count;
2365 DWORD flags;
2367 UINT dirty_start;
2368 UINT dirty_end;
2369 LONG lock_count;
2371 /* conversion stuff */
2372 UINT conversion_count;
2373 UINT draw_count;
2374 UINT stride; /* 0 if no conversion */
2375 UINT conversion_stride; /* 0 if no shifted conversion */
2376 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2377 /* Extra load offsets, for FLOAT16 conversion */
2378 UINT *conversion_shift; /* NULL if no shifted conversion */
2381 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2382 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2383 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2384 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2385 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2387 /* IWineD3DRendertargetView */
2388 struct wined3d_rendertarget_view
2390 const struct IWineD3DRendertargetViewVtbl *vtbl;
2391 LONG refcount;
2393 IWineD3DResource *resource;
2394 IUnknown *parent;
2397 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2399 /*****************************************************************************
2400 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2403 struct IWineD3DSwapChainImpl
2405 /*IUnknown part*/
2406 const IWineD3DSwapChainVtbl *lpVtbl;
2407 LONG ref; /* Note: Ref counting not required */
2409 IUnknown *parent;
2410 IWineD3DDeviceImpl *device;
2412 /* IWineD3DSwapChain fields */
2413 IWineD3DSurface **backBuffer;
2414 IWineD3DSurface *frontBuffer;
2415 WINED3DPRESENT_PARAMETERS presentParms;
2416 DWORD orig_width, orig_height;
2417 WINED3DFORMAT orig_fmt;
2418 WINED3DGAMMARAMP orig_gamma;
2419 BOOL render_to_fbo;
2420 BOOL filter_messages;
2422 long prev_time, frames; /* Performance tracking */
2423 unsigned int vSyncCounter;
2425 struct wined3d_context **context;
2426 unsigned int num_contexts;
2428 HWND win_handle;
2431 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2432 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2434 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2435 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2436 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2437 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2438 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2439 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2440 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2442 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2444 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2446 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2448 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2449 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2450 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2451 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2452 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2454 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2456 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2457 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2458 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2459 LRESULT swapchain_process_message(IWineD3DSwapChainImpl *device, HWND window,
2460 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2461 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2462 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2464 #define DEFAULT_REFRESH_RATE 0
2466 /*****************************************************************************
2467 * Utility function prototypes
2470 /* Trace routines */
2471 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2472 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2473 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2474 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2475 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2476 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2477 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2478 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2479 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2480 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2481 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2482 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2483 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2484 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2485 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2486 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2487 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2488 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2489 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2490 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2491 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2493 /* Routines for GL <-> D3D values */
2494 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2495 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2496 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2497 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2498 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2499 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2500 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2501 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2502 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2503 struct wined3d_context *context) DECLSPEC_HIDDEN;
2504 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2505 struct wined3d_context *context) DECLSPEC_HIDDEN;
2506 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2507 struct wined3d_context *context) DECLSPEC_HIDDEN;
2508 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2509 struct wined3d_context *context) DECLSPEC_HIDDEN;
2510 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2511 struct wined3d_context *context) DECLSPEC_HIDDEN;
2512 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2513 struct wined3d_context *context) DECLSPEC_HIDDEN;
2514 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2515 struct wined3d_context *context) DECLSPEC_HIDDEN;
2516 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2517 struct wined3d_context *context) DECLSPEC_HIDDEN;
2519 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2520 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2521 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2522 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2523 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2524 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2525 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2526 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2528 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2529 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2530 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2531 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2533 /* Math utils */
2534 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2535 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2536 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2538 const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
2539 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2540 const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
2541 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2542 const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
2543 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2544 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2546 typedef struct local_constant {
2547 struct list entry;
2548 unsigned int idx;
2549 DWORD value[4];
2550 } local_constant;
2552 typedef struct SHADER_LIMITS {
2553 unsigned int temporary;
2554 unsigned int texcoord;
2555 unsigned int sampler;
2556 unsigned int constant_int;
2557 unsigned int constant_float;
2558 unsigned int constant_bool;
2559 unsigned int address;
2560 unsigned int packed_output;
2561 unsigned int packed_input;
2562 unsigned int attributes;
2563 unsigned int label;
2564 } SHADER_LIMITS;
2566 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2567 * maintain state information between multiple codes */
2568 typedef struct SHADER_PARSE_STATE {
2569 unsigned int current_row;
2570 DWORD texcoord_w[2];
2571 } SHADER_PARSE_STATE;
2573 #ifdef __GNUC__
2574 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2575 #else
2576 #define PRINTF_ATTR(fmt,args)
2577 #endif
2579 /* Base Shader utility functions. */
2580 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2581 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2583 /* Vertex shader utility functions */
2584 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2585 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2587 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2589 /*****************************************************************************
2590 * IDirect3DBaseShader implementation structure
2592 typedef struct IWineD3DBaseShaderClass
2594 LONG ref;
2595 SHADER_LIMITS limits;
2596 SHADER_PARSE_STATE parse_state;
2597 DWORD *function;
2598 UINT functionLength;
2599 UINT cur_loop_depth, cur_loop_regno;
2600 BOOL load_local_constsF;
2601 const struct wined3d_shader_frontend *frontend;
2602 void *frontend_data;
2603 void *backend_data;
2605 IUnknown *parent;
2606 const struct wined3d_parent_ops *parent_ops;
2608 /* Programs this shader is linked with */
2609 struct list linked_programs;
2611 /* Immediate constants (override global ones) */
2612 struct list constantsB;
2613 struct list constantsF;
2614 struct list constantsI;
2615 shader_reg_maps reg_maps;
2617 /* Pointer to the parent device */
2618 IWineD3DDevice *device;
2619 struct list shader_list_entry;
2621 } IWineD3DBaseShaderClass;
2623 typedef struct IWineD3DBaseShaderImpl {
2624 /* IUnknown */
2625 const IWineD3DBaseShaderVtbl *lpVtbl;
2627 /* IWineD3DBaseShader */
2628 IWineD3DBaseShaderClass baseShader;
2629 } IWineD3DBaseShaderImpl;
2631 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2632 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2633 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2634 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2635 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2636 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2637 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2638 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2639 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2640 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2641 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2642 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2643 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2644 struct wined3d_shader_signature_element *input_signature,
2645 struct wined3d_shader_signature_element *output_signature,
2646 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2647 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2648 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2649 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2650 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2651 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2653 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2655 return type == WINED3D_SHADER_TYPE_PIXEL;
2658 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2660 return type == WINED3D_SHADER_TYPE_VERTEX;
2663 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2665 switch (reg->type)
2667 case WINED3DSPR_RASTOUT:
2668 /* oFog & oPts */
2669 if (reg->idx != 0) return TRUE;
2670 /* oPos */
2671 return FALSE;
2673 case WINED3DSPR_DEPTHOUT: /* oDepth */
2674 case WINED3DSPR_CONSTBOOL: /* b# */
2675 case WINED3DSPR_LOOP: /* aL */
2676 case WINED3DSPR_PREDICATE: /* p0 */
2677 return TRUE;
2679 case WINED3DSPR_MISCTYPE:
2680 switch(reg->idx)
2682 case 0: /* vPos */
2683 return FALSE;
2684 case 1: /* vFace */
2685 return TRUE;
2686 default:
2687 return FALSE;
2690 case WINED3DSPR_IMMCONST:
2691 switch(reg->immconst_type)
2693 case WINED3D_IMMCONST_FLOAT:
2694 return TRUE;
2695 default:
2696 return FALSE;
2699 default:
2700 return FALSE;
2704 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2705 local_constant* lconst;
2707 if(This->baseShader.load_local_constsF) return FALSE;
2708 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2709 if(lconst->idx == reg) return TRUE;
2711 return FALSE;
2715 /*****************************************************************************
2716 * IDirect3DVertexShader implementation structures
2718 typedef struct IWineD3DVertexShaderImpl {
2719 /* IUnknown parts */
2720 const IWineD3DVertexShaderVtbl *lpVtbl;
2722 /* IWineD3DBaseShader */
2723 IWineD3DBaseShaderClass baseShader;
2725 /* Vertex shader input and output semantics */
2726 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2727 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2729 UINT min_rel_offset, max_rel_offset;
2730 UINT rel_offset;
2731 } IWineD3DVertexShaderImpl;
2733 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2734 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2735 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2736 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2737 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2739 /*****************************************************************************
2740 * IDirect3DPixelShader implementation structure
2743 /* Using additional shader constants (uniforms in GLSL / program environment
2744 * or local parameters in ARB) is costly:
2745 * ARB only knows float4 parameters and GLSL compiler are not really smart
2746 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2747 * (in fact most compilers map a float2 to a full float4 uniform).
2749 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2750 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2751 * into a single shader constant (uniform / program parameter).
2753 * This structure is shared between the GLSL and the ARB backend.*/
2754 struct ps_np2fixup_info {
2755 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2756 WORD active; /* bitfield indicating if we can apply the fixup */
2757 WORD num_consts;
2760 typedef struct IWineD3DPixelShaderImpl {
2761 /* IUnknown parts */
2762 const IWineD3DPixelShaderVtbl *lpVtbl;
2764 /* IWineD3DBaseShader */
2765 IWineD3DBaseShaderClass baseShader;
2767 /* Pixel shader input semantics */
2768 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2769 DWORD input_reg_map[MAX_REG_INPUT];
2770 BOOL input_reg_used[MAX_REG_INPUT];
2771 unsigned int declared_in_count;
2773 /* Some information about the shader behavior */
2774 char vpos_uniform;
2776 BOOL color0_mov;
2777 DWORD color0_reg;
2779 } IWineD3DPixelShaderImpl;
2781 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2782 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2783 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2784 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2785 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2786 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2787 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2789 /* sRGB correction constants */
2790 static const float srgb_cmp = 0.0031308f;
2791 static const float srgb_mul_low = 12.92f;
2792 static const float srgb_pow = 0.41666f;
2793 static const float srgb_mul_high = 1.055f;
2794 static const float srgb_sub_high = 0.055f;
2796 /*****************************************************************************
2797 * IWineD3DPalette implementation structure
2799 struct IWineD3DPaletteImpl {
2800 /* IUnknown parts */
2801 const IWineD3DPaletteVtbl *lpVtbl;
2802 LONG ref;
2804 IUnknown *parent;
2805 IWineD3DDeviceImpl *device;
2807 /* IWineD3DPalette */
2808 HPALETTE hpal;
2809 WORD palVersion; /*| */
2810 WORD palNumEntries; /*| LOGPALETTE */
2811 PALETTEENTRY palents[256]; /*| */
2812 /* This is to store the palette in 'screen format' */
2813 int screen_palents[256];
2814 DWORD Flags;
2817 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2818 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2820 /* DirectDraw utility functions */
2821 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2823 /*****************************************************************************
2824 * Pixel format management
2827 /* WineD3D pixel format flags */
2828 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2829 #define WINED3DFMT_FLAG_FILTERING 0x2
2830 #define WINED3DFMT_FLAG_DEPTH 0x4
2831 #define WINED3DFMT_FLAG_STENCIL 0x8
2832 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2833 #define WINED3DFMT_FLAG_FOURCC 0x20
2834 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2835 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2836 #define WINED3DFMT_FLAG_GETDC 0x100
2838 struct GlPixelFormatDesc
2840 WINED3DFORMAT format;
2841 DWORD red_mask;
2842 DWORD green_mask;
2843 DWORD blue_mask;
2844 DWORD alpha_mask;
2845 UINT byte_count;
2846 WORD depth_size;
2847 WORD stencil_size;
2849 UINT block_width;
2850 UINT block_height;
2851 UINT block_byte_count;
2853 enum wined3d_ffp_emit_idx emit_idx;
2854 GLint component_count;
2855 GLenum gl_vtx_type;
2856 GLint gl_vtx_format;
2857 GLboolean gl_normalized;
2858 unsigned int component_size;
2860 GLint glInternal;
2861 GLint glGammaInternal;
2862 GLint rtInternal;
2863 GLint glFormat;
2864 GLint glType;
2865 unsigned int Flags;
2866 float heightscale;
2867 struct color_fixup_desc color_fixup;
2870 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2871 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2873 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2875 /* Check stateblock->vertexDecl to allow this to be used from
2876 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2877 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2878 * style strided data. */
2879 return (stateblock->vertexShader
2880 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2881 && stateblock->device->vs_selected_mode != SHADER_NONE);
2884 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2886 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
2889 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2890 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2891 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2893 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2894 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2896 #endif