wined3d: Clean up SetFormatDesc.
[wine/testsucceed.git] / dlls / wined3d / wined3d_private.h
blob8e5719a60ad738125b545734d9944f326b4deed7
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
144 * gain us much. */
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
155 * Settings
157 #define VS_NONE 0
158 #define VS_HW 1
160 #define PS_NONE 0
161 #define PS_HW 1
163 #define VBO_NONE 0
164 #define VBO_HW 1
166 #define NP2_NONE 0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
172 #define ORM_FBO 2
174 #define SHADER_ARB 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
179 #define RTL_AUTO 0
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
183 #define RTL_TEXTEX 4
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189 int vs_mode;
190 int ps_mode;
191 int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
195 BOOL glslRequested;
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
200 char *logo;
201 } wined3d_settings_t;
203 extern wined3d_settings_t wined3d_settings;
205 /* Shader backends */
207 typedef struct {
208 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
209 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
210 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
211 void (*shader_cleanup)(IWineD3DDevice *iface);
212 } shader_backend_t;
214 extern const shader_backend_t glsl_shader_backend;
215 extern const shader_backend_t arb_program_shader_backend;
216 extern const shader_backend_t none_shader_backend;
218 /* X11 locking */
220 extern void (*wine_tsx11_lock_ptr)(void);
221 extern void (*wine_tsx11_unlock_ptr)(void);
223 /* As GLX relies on X, this is needed */
224 extern int num_lock;
226 #if 0
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
229 #else
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
232 #endif
234 /*****************************************************************************
235 * Defines
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256 (vec)[0] = D3DCOLOR_R(dw); \
257 (vec)[1] = D3DCOLOR_G(dw); \
258 (vec)[2] = D3DCOLOR_B(dw); \
259 (vec)[3] = D3DCOLOR_A(dw);
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
265 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
266 See MaxStreams in MSDN under GetDeviceCaps */
267 /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512
269 /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES 256
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A) \
276 GLint err = glGetError(); \
277 if (err == GL_NO_ERROR) { \
278 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
280 } else do { \
281 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282 debug_glerror(err), err, A, __FILE__, __LINE__); \
283 err = glGetError(); \
284 } while (err != GL_NO_ERROR); \
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat) \
292 do { \
293 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
298 } while (0)
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN() \
303 PLIGHTINFOEL *el = This->stateBlock->lights;\
304 while (el) { \
305 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
306 el = el->next; \
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
315 /* Defines used for optimizations */
317 /* Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP 0x0001
319 #define REAPPLY_ALL 0xFFFF
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
323 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
324 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
325 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
327 /* Tracking */
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram);
332 /* Memory and object tracking */
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
338 typedef struct WineD3DGlobalStatistics {
339 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics;
342 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
344 /* Global variables */
345 extern const float identity[16];
347 /*****************************************************************************
348 * Compilable extra diagnostics
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
354 #else
355 # define VTRACE(A)
356 #endif
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A) \
362 GLint err = glGetError(); \
363 if (err == GL_NO_ERROR) { \
364 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
366 } else do { \
367 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368 debug_glerror(err), err, A, __FILE__, __LINE__); \
369 err = glGetError(); \
370 } while (err != GL_NO_ERROR); \
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377 is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380 the file is deleted */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 # define SINGLE_FRAME_DEBUGGING
383 # endif
384 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385 It can only be enabled when FRAME_DEBUGGING is also enabled
386 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
387 array is drawn. */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 # define SHOW_FRAME_MAKEUP 1
390 # endif
391 /* The following, when enabled, lets you see the makeup of the all the textures used during each
392 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393 The contents of the textures assigned to each stage are written into
394 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 # define SHOW_TEXTURE_MAKEUP 0
397 # endif
398 extern BOOL isOn;
399 extern BOOL isDumpingFrames;
400 extern LONG primCounter;
401 #endif
403 /*****************************************************************************
404 * Prototypes
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice *iface,
409 int PrimitiveType,
410 long NumPrimitives,
411 /* for Indexed: */
412 long StartVertexIndex,
413 UINT numberOfVertices,
414 long StartIdx,
415 short idxBytes,
416 const void *idxData,
417 int minIndex);
419 void primitiveDeclarationConvertToStridedData(
420 IWineD3DDevice *iface,
421 BOOL useVertexShaderFunction,
422 WineDirect3DVertexStridedData *strided,
423 BOOL *fixup);
425 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
427 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
429 #define eps 1e-8
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext;
436 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
484 #define STATE_HIGHEST (STATE_MATERIAL)
486 struct StateEntry
488 DWORD representative;
489 APPLYSTATEFUNC apply;
492 /* Global state table */
493 extern const struct StateEntry StateTable[];
495 /* The new context manager that should deal with onscreen and offscreen rendering */
496 struct WineD3DContext {
497 /* State dirtification
498 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
499 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
500 * 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
501 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
503 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
504 DWORD numDirtyEntries;
505 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
507 IWineD3DSurface *surface;
508 DWORD tid; /* Thread ID which owns this context at the moment */
510 /* Stores some inforation about the context state for optimization */
511 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
512 BOOL last_was_pshader;
513 BOOL last_was_vshader;
514 BOOL last_was_foggy_shader;
515 BOOL namedArraysLoaded, numberedArraysLoaded;
516 BOOL lastWasPow2Texture[MAX_TEXTURES];
517 GLenum tracking_parm; /* Which source is tracking current colour */
518 unsigned char num_untracked_materials;
519 GLenum untracked_materials[2];
520 BOOL last_was_blit, last_was_ckey;
521 char texShaderBumpMap;
522 BOOL fog_coord;
524 /* The actual opengl context */
525 HGLRC glCtx;
526 HWND win_handle;
527 HDC hdc;
528 HPBUFFERARB pbuffer;
529 BOOL isPBuffer;
532 typedef enum ContextUsage {
533 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
534 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
535 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
536 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
537 } ContextUsage;
539 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
540 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
541 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
542 void apply_fbo_state(IWineD3DDevice *iface);
544 /* Macros for doing basic GPU detection based on opengl capabilities */
545 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
546 #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])
547 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
548 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
550 /* Default callbacks for implicit object destruction */
551 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
553 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
555 /*****************************************************************************
556 * Internal representation of a light
558 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
559 struct PLIGHTINFOEL {
560 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
561 DWORD OriginalIndex;
562 LONG glIndex;
563 BOOL changed;
564 BOOL enabledChanged;
566 /* Converted parms to speed up swapping lights */
567 float lightPosn[4];
568 float lightDirn[4];
569 float exponent;
570 float cutoff;
572 struct list entry;
575 /* The default light parameters */
576 extern const WINED3DLIGHT WINED3D_default_light;
578 typedef struct WineD3D_PixelFormat
580 int iPixelFormat; /* WGL pixel format */
581 int redSize, greenSize, blueSize, alphaSize;
582 int depthSize, stencilSize;
583 } WineD3D_PixelFormat;
585 /* The adapter structure */
586 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
587 struct WineD3DAdapter
589 POINT monitorPoint;
590 WineD3D_GL_Info gl_info;
591 const char *driver;
592 const char *description;
593 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
594 int nCfgs;
595 WineD3D_PixelFormat *cfgs;
598 extern BOOL InitAdapters(void);
599 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
601 /*****************************************************************************
602 * High order patch management
604 struct WineD3DRectPatch
606 UINT Handle;
607 float *mem;
608 WineDirect3DVertexStridedData strided;
609 WINED3DRECTPATCH_INFO RectPatchInfo;
610 float numSegs[4];
611 char has_normals, has_texcoords;
612 struct list entry;
615 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
617 /*****************************************************************************
618 * IWineD3D implementation structure
620 typedef struct IWineD3DImpl
622 /* IUnknown fields */
623 const IWineD3DVtbl *lpVtbl;
624 LONG ref; /* Note: Ref counting not required */
626 /* WineD3D Information */
627 IUnknown *parent;
628 UINT dxVersion;
629 } IWineD3DImpl;
631 extern const IWineD3DVtbl IWineD3D_Vtbl;
633 /* TODO: setup some flags in the registry to enable, disable pbuffer support
634 (since it will break quite a few things until contexts are managed properly!) */
635 extern BOOL pbuffer_support;
636 /* allocate one pbuffer per surface */
637 extern BOOL pbuffer_per_surface;
639 typedef struct ResourceList {
640 IWineD3DResource *resource;
641 struct ResourceList *next;
642 } ResourceList;
644 /* A helper function that dumps a resource list */
645 void dumpResources(ResourceList *resources);
647 /*****************************************************************************
648 * IWineD3DDevice implementation structure
650 struct IWineD3DDeviceImpl
652 /* IUnknown fields */
653 const IWineD3DDeviceVtbl *lpVtbl;
654 LONG ref; /* Note: Ref counting not required */
656 /* WineD3D Information */
657 IUnknown *parent;
658 IWineD3D *wineD3D;
659 struct WineD3DAdapter *adapter;
661 /* Window styles to restore when switching fullscreen mode */
662 LONG style;
663 LONG exStyle;
665 /* X and GL Information */
666 GLint maxConcurrentLights;
667 GLenum offscreenBuffer;
669 /* Selected capabilities */
670 int vs_selected_mode;
671 int ps_selected_mode;
672 const shader_backend_t *shader_backend;
673 hash_table_t *glsl_program_lookup;
675 /* To store */
676 BOOL view_ident; /* true iff view matrix is identity */
677 BOOL untransformed;
678 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
679 unsigned char surface_alignment; /* Line Alignment of surfaces */
681 /* State block related */
682 BOOL isRecordingState;
683 IWineD3DStateBlockImpl *stateBlock;
684 IWineD3DStateBlockImpl *updateStateBlock;
685 BOOL isInDraw;
687 /* Internal use fields */
688 WINED3DDEVICE_CREATION_PARAMETERS createParms;
689 UINT adapterNo;
690 WINED3DDEVTYPE devType;
692 IWineD3DSwapChain **swapchains;
693 UINT NumberOfSwapChains;
695 ResourceList *resources; /* a linked list to track resources created by the device */
697 /* Render Target Support */
698 IWineD3DSurface **render_targets;
699 IWineD3DSurface *depthStencilBuffer;
700 IWineD3DSurface **fbo_color_attachments;
701 IWineD3DSurface *fbo_depth_attachment;
703 IWineD3DSurface *stencilBufferTarget;
705 /* Caches to avoid unneeded context changes */
706 IWineD3DSurface *lastActiveRenderTarget;
707 IWineD3DSwapChain *lastActiveSwapChain;
709 /* palettes texture management */
710 PALETTEENTRY palettes[MAX_PALETTES][256];
711 UINT currentPalette;
713 /* For rendering to a texture using glCopyTexImage */
714 BOOL render_offscreen;
715 WINED3D_DEPTHCOPYSTATE depth_copy_state;
716 GLuint fbo;
717 GLuint src_fbo;
718 GLuint dst_fbo;
719 GLenum *draw_buffers;
721 /* Cursor management */
722 BOOL bCursorVisible;
723 UINT xHotSpot;
724 UINT yHotSpot;
725 UINT xScreenSpace;
726 UINT yScreenSpace;
727 UINT cursorWidth, cursorHeight;
728 GLuint cursorTexture;
729 BOOL haveHardwareCursor;
730 HCURSOR hardwareCursor;
732 /* The Wine logo surface */
733 IWineD3DSurface *logo_surface;
735 /* Textures for when no other textures are mapped */
736 UINT dummyTextureName[MAX_TEXTURES];
738 /* Debug stream management */
739 BOOL debug;
741 /* Device state management */
742 HRESULT state;
743 BOOL d3d_initialized;
745 /* A flag to check for proper BeginScene / EndScene call pairs */
746 BOOL inScene;
748 /* process vertex shaders using software or hardware */
749 BOOL softwareVertexProcessing;
751 /* DirectDraw stuff */
752 HWND ddraw_window;
753 IWineD3DSurface *ddraw_primary;
754 DWORD ddraw_width, ddraw_height;
755 WINED3DFORMAT ddraw_format;
756 BOOL ddraw_fullscreen;
758 /* Final position fixup constant */
759 float posFixup[4];
761 /* With register combiners we can skip junk texture stages */
762 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
763 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
764 BOOL fixed_function_usage_map[MAX_TEXTURES];
766 /* Stream source management */
767 WineDirect3DVertexStridedData strided_streams;
768 WineDirect3DVertexStridedData *up_strided;
769 BOOL useDrawStridedSlow;
770 BOOL instancedDraw;
772 /* Context management */
773 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
774 WineD3DContext *activeContext;
775 DWORD lastThread;
776 UINT numContexts;
777 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
778 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
780 /* High level patch management */
781 #define PATCHMAP_SIZE 43
782 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
783 struct list patches[PATCHMAP_SIZE];
784 struct WineD3DRectPatch *currentPatch;
787 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
789 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
790 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
791 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
792 DWORD idx = state >> 5;
793 BYTE shift = state & 0x1f;
794 return context->isStateDirty[idx] & (1 << shift);
797 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
798 typedef struct PrivateData
800 struct list entry;
802 GUID tag;
803 DWORD flags; /* DDSPD_* */
804 DWORD uniqueness_value;
806 union
808 LPVOID data;
809 LPUNKNOWN object;
810 } ptr;
812 DWORD size;
813 } PrivateData;
815 /*****************************************************************************
816 * IWineD3DResource implementation structure
818 typedef struct IWineD3DResourceClass
820 /* IUnknown fields */
821 LONG ref; /* Note: Ref counting not required */
823 /* WineD3DResource Information */
824 IUnknown *parent;
825 WINED3DRESOURCETYPE resourceType;
826 IWineD3DDeviceImpl *wineD3DDevice;
827 WINED3DPOOL pool;
828 UINT size;
829 DWORD usage;
830 WINED3DFORMAT format;
831 BYTE *allocatedMemory;
832 struct list privateData;
834 } IWineD3DResourceClass;
836 typedef struct IWineD3DResourceImpl
838 /* IUnknown & WineD3DResource Information */
839 const IWineD3DResourceVtbl *lpVtbl;
840 IWineD3DResourceClass resource;
841 } IWineD3DResourceImpl;
844 /*****************************************************************************
845 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
847 typedef struct IWineD3DVertexBufferImpl
849 /* IUnknown & WineD3DResource Information */
850 const IWineD3DVertexBufferVtbl *lpVtbl;
851 IWineD3DResourceClass resource;
853 /* WineD3DVertexBuffer specifics */
854 DWORD fvf;
856 /* Vertex buffer object support */
857 GLuint vbo;
858 BYTE Flags;
859 LONG bindCount;
861 UINT dirtystart, dirtyend;
862 LONG lockcount;
864 LONG declChanges, draws;
865 /* Last description of the buffer */
866 WineDirect3DVertexStridedData strided;
867 } IWineD3DVertexBufferImpl;
869 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
871 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
872 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
873 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
874 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
875 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
877 /*****************************************************************************
878 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
880 typedef struct IWineD3DIndexBufferImpl
882 /* IUnknown & WineD3DResource Information */
883 const IWineD3DIndexBufferVtbl *lpVtbl;
884 IWineD3DResourceClass resource;
886 GLuint vbo;
887 UINT dirtystart, dirtyend;
888 LONG lockcount;
890 /* WineD3DVertexBuffer specifics */
891 } IWineD3DIndexBufferImpl;
893 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
895 /*****************************************************************************
896 * IWineD3DBaseTexture D3D- > openGL state map lookups
898 #define WINED3DFUNC_NOTSUPPORTED -2
899 #define WINED3DFUNC_UNIMPLEMENTED -1
901 typedef enum winetexturestates {
902 WINED3DTEXSTA_ADDRESSU = 0,
903 WINED3DTEXSTA_ADDRESSV = 1,
904 WINED3DTEXSTA_ADDRESSW = 2,
905 WINED3DTEXSTA_BORDERCOLOR = 3,
906 WINED3DTEXSTA_MAGFILTER = 4,
907 WINED3DTEXSTA_MINFILTER = 5,
908 WINED3DTEXSTA_MIPFILTER = 6,
909 WINED3DTEXSTA_MAXMIPLEVEL = 7,
910 WINED3DTEXSTA_MAXANISOTROPY = 8,
911 WINED3DTEXSTA_SRGBTEXTURE = 9,
912 WINED3DTEXSTA_ELEMENTINDEX = 10,
913 WINED3DTEXSTA_DMAPOFFSET = 11,
914 WINED3DTEXSTA_TSSADDRESSW = 12,
915 MAX_WINETEXTURESTATES = 13,
916 } winetexturestates;
918 /*****************************************************************************
919 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
921 typedef struct IWineD3DBaseTextureClass
923 UINT levels;
924 BOOL dirty;
925 UINT textureName;
926 UINT LOD;
927 WINED3DTEXTUREFILTERTYPE filterType;
928 DWORD states[MAX_WINETEXTURESTATES];
929 LONG bindCount;
930 DWORD sampler;
931 BOOL is_srgb;
932 UINT srgb_mode_change_count;
933 } IWineD3DBaseTextureClass;
935 typedef struct IWineD3DBaseTextureImpl
937 /* IUnknown & WineD3DResource Information */
938 const IWineD3DBaseTextureVtbl *lpVtbl;
939 IWineD3DResourceClass resource;
940 IWineD3DBaseTextureClass baseTexture;
942 } IWineD3DBaseTextureImpl;
944 /*****************************************************************************
945 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
947 typedef struct IWineD3DTextureImpl
949 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
950 const IWineD3DTextureVtbl *lpVtbl;
951 IWineD3DResourceClass resource;
952 IWineD3DBaseTextureClass baseTexture;
954 /* IWineD3DTexture */
955 IWineD3DSurface *surfaces[MAX_LEVELS];
957 UINT width;
958 UINT height;
959 float pow2scalingFactorX;
960 float pow2scalingFactorY;
962 } IWineD3DTextureImpl;
964 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
966 /*****************************************************************************
967 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
969 typedef struct IWineD3DCubeTextureImpl
971 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
972 const IWineD3DCubeTextureVtbl *lpVtbl;
973 IWineD3DResourceClass resource;
974 IWineD3DBaseTextureClass baseTexture;
976 /* IWineD3DCubeTexture */
977 IWineD3DSurface *surfaces[6][MAX_LEVELS];
979 UINT edgeLength;
980 float pow2scalingFactor;
982 } IWineD3DCubeTextureImpl;
984 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
986 typedef struct _WINED3DVOLUMET_DESC
988 UINT Width;
989 UINT Height;
990 UINT Depth;
991 } WINED3DVOLUMET_DESC;
993 /*****************************************************************************
994 * IWineD3DVolume implementation structure (extends IUnknown)
996 typedef struct IWineD3DVolumeImpl
998 /* IUnknown & WineD3DResource fields */
999 const IWineD3DVolumeVtbl *lpVtbl;
1000 IWineD3DResourceClass resource;
1002 /* WineD3DVolume Information */
1003 WINED3DVOLUMET_DESC currentDesc;
1004 IWineD3DBase *container;
1005 UINT bytesPerPixel;
1007 BOOL lockable;
1008 BOOL locked;
1009 WINED3DBOX lockedBox;
1010 WINED3DBOX dirtyBox;
1011 BOOL dirty;
1014 } IWineD3DVolumeImpl;
1016 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1018 /*****************************************************************************
1019 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1021 typedef struct IWineD3DVolumeTextureImpl
1023 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1024 const IWineD3DVolumeTextureVtbl *lpVtbl;
1025 IWineD3DResourceClass resource;
1026 IWineD3DBaseTextureClass baseTexture;
1028 /* IWineD3DVolumeTexture */
1029 IWineD3DVolume *volumes[MAX_LEVELS];
1031 UINT width;
1032 UINT height;
1033 UINT depth;
1034 } IWineD3DVolumeTextureImpl;
1036 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1038 typedef struct _WINED3DSURFACET_DESC
1040 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1041 DWORD MultiSampleQuality;
1042 UINT Width;
1043 UINT Height;
1044 } WINED3DSURFACET_DESC;
1046 /*****************************************************************************
1047 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1049 typedef struct wineD3DSurface_DIB {
1050 HBITMAP DIBsection;
1051 void* bitmap_data;
1052 UINT bitmap_size;
1053 HGDIOBJ holdbitmap;
1054 BOOL client_memory;
1055 } wineD3DSurface_DIB;
1057 typedef struct {
1058 struct list entry;
1059 GLuint id;
1060 UINT width;
1061 UINT height;
1062 } renderbuffer_entry_t;
1064 /*****************************************************************************
1065 * IWineD3DClipp implementation structure
1067 typedef struct IWineD3DClipperImpl
1069 const IWineD3DClipperVtbl *lpVtbl;
1070 LONG ref;
1072 IUnknown *Parent;
1073 HWND hWnd;
1074 } IWineD3DClipperImpl;
1077 /*****************************************************************************
1078 * IWineD3DSurface implementation structure
1080 struct IWineD3DSurfaceImpl
1082 /* IUnknown & IWineD3DResource Information */
1083 const IWineD3DSurfaceVtbl *lpVtbl;
1084 IWineD3DResourceClass resource;
1086 /* IWineD3DSurface fields */
1087 IWineD3DBase *container;
1088 WINED3DSURFACET_DESC currentDesc;
1089 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1090 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1092 UINT bytesPerPixel;
1094 /* TODO: move this off into a management class(maybe!) */
1095 DWORD Flags;
1097 UINT pow2Width;
1098 UINT pow2Height;
1100 /* Oversized texture */
1101 RECT glRect;
1103 /* PBO */
1104 GLuint pbo;
1106 #if 0
1107 /* precalculated x and y scalings for texture coords */
1108 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1109 float pow2scalingFactorY; /* = (Height / pow2Height) */
1110 #endif
1112 RECT lockedRect;
1113 RECT dirtyRect;
1114 int lockCount;
1115 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1117 glDescriptor glDescription;
1119 /* For GetDC */
1120 wineD3DSurface_DIB dib;
1121 HDC hDC;
1123 /* Color keys for DDraw */
1124 WINEDDCOLORKEY DestBltCKey;
1125 WINEDDCOLORKEY DestOverlayCKey;
1126 WINEDDCOLORKEY SrcOverlayCKey;
1127 WINEDDCOLORKEY SrcBltCKey;
1128 DWORD CKeyFlags;
1130 WINEDDCOLORKEY glCKey;
1132 struct list renderbuffers;
1133 renderbuffer_entry_t *current_renderbuffer;
1135 /* DirectDraw clippers */
1136 IWineD3DClipper *clipper;
1139 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1140 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1142 /* Predeclare the shared Surface functions */
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1144 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1150 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1151 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1152 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1163 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1173 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1174 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1175 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1176 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1177 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1178 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1179 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1180 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1182 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1183 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1185 /* Surface flags: */
1186 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1187 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1188 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1189 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1190 #define SFLAG_DISCARD 0x00000010 /* ??? */
1191 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1192 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1193 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1194 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1195 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1196 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1197 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1198 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1199 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1200 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1201 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1202 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1203 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1204 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1206 /* In some conditions the surface memory must not be freed:
1207 * SFLAG_OVERSIZE: Not all data can be kept in GL
1208 * SFLAG_CONVERTED: Converting the data back would take too long
1209 * SFLAG_DIBSECTION: The dib code manages the memory
1210 * SFLAG_LOCKED: The app requires access to the surface data
1211 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1212 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1213 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1214 * SFLAG_CLIENT: OpenGL uses our memory as backup
1216 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1217 SFLAG_CONVERTED | \
1218 SFLAG_DIBSECTION | \
1219 SFLAG_LOCKED | \
1220 SFLAG_DYNLOCK | \
1221 SFLAG_DYNCHANGE | \
1222 SFLAG_USERPTR | \
1223 SFLAG_PBO | \
1224 SFLAG_CLIENT)
1226 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1228 typedef enum {
1229 NO_CONVERSION,
1230 CONVERT_PALETTED,
1231 CONVERT_PALETTED_CK,
1232 CONVERT_CK_565,
1233 CONVERT_CK_5551,
1234 CONVERT_CK_4444,
1235 CONVERT_CK_4444_ARGB,
1236 CONVERT_CK_1555,
1237 CONVERT_555,
1238 CONVERT_CK_RGB24,
1239 CONVERT_CK_8888,
1240 CONVERT_CK_8888_ARGB,
1241 CONVERT_RGB32_888,
1242 CONVERT_V8U8,
1243 CONVERT_L6V5U5,
1244 CONVERT_X8L8V8U8,
1245 CONVERT_Q8W8V8U8,
1246 CONVERT_V16U16,
1247 CONVERT_A4L4,
1248 CONVERT_R32F,
1249 CONVERT_R16F
1250 } CONVERT_TYPES;
1252 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1254 /*****************************************************************************
1255 * IWineD3DVertexDeclaration implementation structure
1257 typedef struct IWineD3DVertexDeclarationImpl {
1258 /* IUnknown Information */
1259 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1260 LONG ref;
1262 IUnknown *parent;
1263 IWineD3DDeviceImpl *wineD3DDevice;
1265 WINED3DVERTEXELEMENT *pDeclarationWine;
1266 UINT declarationWNumElements;
1268 DWORD streams[MAX_STREAMS];
1269 UINT num_streams;
1270 BOOL position_transformed;
1271 } IWineD3DVertexDeclarationImpl;
1273 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1275 /*****************************************************************************
1276 * IWineD3DStateBlock implementation structure
1279 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1280 /* Note: Very long winded but gl Lists are not flexible enough */
1281 /* to resolve everything we need, so doing it manually for now */
1282 typedef struct SAVEDSTATES {
1283 BOOL indices;
1284 BOOL material;
1285 BOOL fvf;
1286 BOOL streamSource[MAX_STREAMS];
1287 BOOL streamFreq[MAX_STREAMS];
1288 BOOL textures[MAX_COMBINED_SAMPLERS];
1289 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1290 BOOL viewport;
1291 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1292 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1293 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1294 BOOL clipplane[MAX_CLIPPLANES];
1295 BOOL vertexDecl;
1296 BOOL pixelShader;
1297 BOOL pixelShaderConstantsB[MAX_CONST_B];
1298 BOOL pixelShaderConstantsI[MAX_CONST_I];
1299 BOOL *pixelShaderConstantsF;
1300 BOOL vertexShader;
1301 BOOL vertexShaderConstantsB[MAX_CONST_B];
1302 BOOL vertexShaderConstantsI[MAX_CONST_I];
1303 BOOL *vertexShaderConstantsF;
1304 BOOL scissorRect;
1305 } SAVEDSTATES;
1307 typedef struct {
1308 struct list entry;
1309 DWORD count;
1310 DWORD idx[13];
1311 } constants_entry;
1313 struct StageState {
1314 DWORD stage;
1315 DWORD state;
1318 struct IWineD3DStateBlockImpl
1320 /* IUnknown fields */
1321 const IWineD3DStateBlockVtbl *lpVtbl;
1322 LONG ref; /* Note: Ref counting not required */
1324 /* IWineD3DStateBlock information */
1325 IUnknown *parent;
1326 IWineD3DDeviceImpl *wineD3DDevice;
1327 WINED3DSTATEBLOCKTYPE blockType;
1329 /* Array indicating whether things have been set or changed */
1330 SAVEDSTATES changed;
1331 struct list set_vconstantsF;
1332 struct list set_pconstantsF;
1334 /* Drawing - Vertex Shader or FVF related */
1335 DWORD fvf;
1336 /* Vertex Shader Declaration */
1337 IWineD3DVertexDeclaration *vertexDecl;
1339 IWineD3DVertexShader *vertexShader;
1341 /* Vertex Shader Constants */
1342 BOOL vertexShaderConstantB[MAX_CONST_B];
1343 INT vertexShaderConstantI[MAX_CONST_I * 4];
1344 float *vertexShaderConstantF;
1346 /* Stream Source */
1347 BOOL streamIsUP;
1348 UINT streamStride[MAX_STREAMS];
1349 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1350 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1351 UINT streamFreq[MAX_STREAMS + 1];
1352 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1354 /* Indices */
1355 IWineD3DIndexBuffer* pIndexData;
1356 INT baseVertexIndex;
1357 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1359 /* Transform */
1360 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1362 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1363 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1364 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1365 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1366 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1368 /* Clipping */
1369 double clipplane[MAX_CLIPPLANES][4];
1370 WINED3DCLIPSTATUS clip_status;
1372 /* ViewPort */
1373 WINED3DVIEWPORT viewport;
1375 /* Material */
1376 WINED3DMATERIAL material;
1378 /* Pixel Shader */
1379 IWineD3DPixelShader *pixelShader;
1381 /* Pixel Shader Constants */
1382 BOOL pixelShaderConstantB[MAX_CONST_B];
1383 INT pixelShaderConstantI[MAX_CONST_I * 4];
1384 float *pixelShaderConstantF;
1386 /* RenderState */
1387 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1389 /* Texture */
1390 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1391 int textureDimensions[MAX_COMBINED_SAMPLERS];
1393 /* Texture State Stage */
1394 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1395 DWORD lowest_disabled_stage;
1396 /* Sampler States */
1397 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1399 /* Current GLSL Shader Program */
1400 struct glsl_shader_prog_link *glsl_program;
1402 /* Scissor test rectangle */
1403 RECT scissorRect;
1405 /* Contained state management */
1406 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1407 unsigned int num_contained_render_states;
1408 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1409 unsigned int num_contained_transform_states;
1410 DWORD contained_vs_consts_i[MAX_CONST_I];
1411 unsigned int num_contained_vs_consts_i;
1412 DWORD contained_vs_consts_b[MAX_CONST_B];
1413 unsigned int num_contained_vs_consts_b;
1414 DWORD *contained_vs_consts_f;
1415 unsigned int num_contained_vs_consts_f;
1416 DWORD contained_ps_consts_i[MAX_CONST_I];
1417 unsigned int num_contained_ps_consts_i;
1418 DWORD contained_ps_consts_b[MAX_CONST_B];
1419 unsigned int num_contained_ps_consts_b;
1420 DWORD *contained_ps_consts_f;
1421 unsigned int num_contained_ps_consts_f;
1422 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1423 unsigned int num_contained_tss_states;
1424 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1425 unsigned int num_contained_sampler_states;
1428 extern void stateblock_savedstates_set(
1429 IWineD3DStateBlock* iface,
1430 SAVEDSTATES* states,
1431 BOOL value);
1433 extern void stateblock_savedstates_copy(
1434 IWineD3DStateBlock* iface,
1435 SAVEDSTATES* dest,
1436 SAVEDSTATES* source);
1438 extern void stateblock_copy(
1439 IWineD3DStateBlock* destination,
1440 IWineD3DStateBlock* source);
1442 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1444 /*****************************************************************************
1445 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1447 typedef struct IWineD3DQueryImpl
1449 const IWineD3DQueryVtbl *lpVtbl;
1450 LONG ref; /* Note: Ref counting not required */
1452 IUnknown *parent;
1453 /*TODO: replace with iface usage */
1454 #if 0
1455 IWineD3DDevice *wineD3DDevice;
1456 #else
1457 IWineD3DDeviceImpl *wineD3DDevice;
1458 #endif
1460 /* IWineD3DQuery fields */
1461 WINED3DQUERYTYPE type;
1462 /* TODO: Think about using a IUnknown instead of a void* */
1463 void *extendedData;
1466 } IWineD3DQueryImpl;
1468 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1470 /* Datastructures for IWineD3DQueryImpl.extendedData */
1471 typedef struct WineQueryOcclusionData {
1472 GLuint queryId;
1473 WineD3DContext *ctx;
1474 } WineQueryOcclusionData;
1476 typedef struct WineQueryEventData {
1477 GLuint fenceId;
1478 WineD3DContext *ctx;
1479 } WineQueryEventData;
1481 /*****************************************************************************
1482 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1485 typedef struct IWineD3DSwapChainImpl
1487 /*IUnknown part*/
1488 const IWineD3DSwapChainVtbl *lpVtbl;
1489 LONG ref; /* Note: Ref counting not required */
1491 IUnknown *parent;
1492 IWineD3DDeviceImpl *wineD3DDevice;
1494 /* IWineD3DSwapChain fields */
1495 IWineD3DSurface **backBuffer;
1496 IWineD3DSurface *frontBuffer;
1497 BOOL wantsDepthStencilBuffer;
1498 WINED3DPRESENT_PARAMETERS presentParms;
1499 DWORD orig_width, orig_height;
1500 WINED3DFORMAT orig_fmt;
1502 long prev_time, frames; /* Performance tracking */
1503 unsigned int vSyncCounter;
1505 WineD3DContext **context; /* Later a array for multithreading */
1506 unsigned int num_contexts;
1508 HWND win_handle;
1509 } IWineD3DSwapChainImpl;
1511 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1513 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1515 /*****************************************************************************
1516 * Utility function prototypes
1519 /* Trace routines */
1520 const char* debug_d3dformat(WINED3DFORMAT fmt);
1521 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1522 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1523 const char* debug_d3dusage(DWORD usage);
1524 const char* debug_d3dusagequery(DWORD usagequery);
1525 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1526 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1527 const char* debug_d3ddeclusage(BYTE usage);
1528 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1529 const char* debug_d3drenderstate(DWORD state);
1530 const char* debug_d3dsamplerstate(DWORD state);
1531 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1532 const char* debug_d3dtexturestate(DWORD state);
1533 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1534 const char* debug_d3dpool(WINED3DPOOL pool);
1535 const char *debug_fbostatus(GLenum status);
1536 const char *debug_glerror(GLenum error);
1537 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1538 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1540 /* Routines for GL <-> D3D values */
1541 GLenum StencilOp(DWORD op);
1542 GLenum CompareFunc(DWORD func);
1543 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1544 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1545 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1547 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1548 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1550 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1551 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1553 /* Math utils */
1554 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1555 unsigned int count_bits(unsigned int mask);
1557 /*****************************************************************************
1558 * To enable calling of inherited functions, requires prototypes
1560 * Note: Only require classes which are subclassed, ie resource, basetexture,
1562 /*** IUnknown methods ***/
1563 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1564 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1565 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1566 /*** IWineD3DResource methods ***/
1567 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1568 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1569 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1570 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1571 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1572 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1573 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1574 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1575 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1576 /*** class static members ***/
1577 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1579 /*** IUnknown methods ***/
1580 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1581 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1582 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1583 /*** IWineD3DResource methods ***/
1584 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1585 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1586 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1587 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1588 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1589 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1590 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1591 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1592 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1593 /*** IWineD3DBaseTexture methods ***/
1594 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1595 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1596 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1597 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1598 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1599 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1600 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1601 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1603 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1604 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1605 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1606 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1607 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1608 /*** class static members ***/
1609 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1611 struct SHADER_OPCODE_ARG;
1612 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1614 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1615 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1616 * used if the user is using GLSL shaders. */
1617 struct glsl_shader_prog_link {
1618 struct list vshader_entry;
1619 struct list pshader_entry;
1620 GLhandleARB programId;
1621 GLhandleARB *vuniformF_locations;
1622 GLhandleARB *puniformF_locations;
1623 GLhandleARB vshader;
1624 GLhandleARB pshader;
1627 typedef struct {
1628 GLhandleARB vshader;
1629 GLhandleARB pshader;
1630 } glsl_program_key_t;
1632 /* TODO: Make this dynamic, based on shader limits ? */
1633 #define MAX_REG_ADDR 1
1634 #define MAX_REG_TEMP 32
1635 #define MAX_REG_TEXCRD 8
1636 #define MAX_REG_INPUT 12
1637 #define MAX_REG_OUTPUT 12
1638 #define MAX_ATTRIBS 16
1639 #define MAX_CONST_I 16
1640 #define MAX_CONST_B 16
1642 /* FIXME: This needs to go up to 2048 for
1643 * Shader model 3 according to msdn (and for software shaders) */
1644 #define MAX_LABELS 16
1646 typedef struct semantic {
1647 DWORD usage;
1648 DWORD reg;
1649 } semantic;
1651 typedef struct local_constant {
1652 struct list entry;
1653 unsigned int idx;
1654 DWORD value[4];
1655 } local_constant;
1657 typedef struct shader_reg_maps {
1659 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1660 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1661 char address[MAX_REG_ADDR]; /* vertex */
1662 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1663 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1664 char attributes[MAX_ATTRIBS]; /* vertex */
1665 char labels[MAX_LABELS]; /* pixel, vertex */
1667 /* Sampler usage tokens
1668 * Use 0 as default (bit 31 is always 1 on a valid token) */
1669 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1670 char bumpmat, luminanceparams;
1672 /* Whether or not a loop is used in this shader */
1673 char loop;
1675 /* Whether or not this shader uses fog */
1676 char fog;
1678 } shader_reg_maps;
1680 #define SHADER_PGMSIZE 65535
1681 typedef struct SHADER_BUFFER {
1682 char* buffer;
1683 unsigned int bsize;
1684 unsigned int lineNo;
1685 BOOL newline;
1686 } SHADER_BUFFER;
1688 /* Undocumented opcode controls */
1689 #define INST_CONTROLS_SHIFT 16
1690 #define INST_CONTROLS_MASK 0x00ff0000
1692 typedef enum COMPARISON_TYPE {
1693 COMPARISON_GT = 1,
1694 COMPARISON_EQ = 2,
1695 COMPARISON_GE = 3,
1696 COMPARISON_LT = 4,
1697 COMPARISON_NE = 5,
1698 COMPARISON_LE = 6
1699 } COMPARISON_TYPE;
1701 typedef struct SHADER_OPCODE {
1702 unsigned int opcode;
1703 const char* name;
1704 const char* glname;
1705 char dst_token;
1706 CONST UINT num_params;
1707 SHADER_HANDLER hw_fct;
1708 SHADER_HANDLER hw_glsl_fct;
1709 DWORD min_version;
1710 DWORD max_version;
1711 } SHADER_OPCODE;
1713 typedef struct SHADER_OPCODE_ARG {
1714 IWineD3DBaseShader* shader;
1715 shader_reg_maps* reg_maps;
1716 CONST SHADER_OPCODE* opcode;
1717 DWORD opcode_token;
1718 DWORD dst;
1719 DWORD dst_addr;
1720 DWORD predicate;
1721 DWORD src[4];
1722 DWORD src_addr[4];
1723 SHADER_BUFFER* buffer;
1724 } SHADER_OPCODE_ARG;
1726 typedef struct SHADER_LIMITS {
1727 unsigned int temporary;
1728 unsigned int texcoord;
1729 unsigned int sampler;
1730 unsigned int constant_int;
1731 unsigned int constant_float;
1732 unsigned int constant_bool;
1733 unsigned int address;
1734 unsigned int packed_output;
1735 unsigned int packed_input;
1736 unsigned int attributes;
1737 unsigned int label;
1738 } SHADER_LIMITS;
1740 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1741 maintain state information between multiple codes */
1742 typedef struct SHADER_PARSE_STATE {
1743 unsigned int current_row;
1744 DWORD texcoord_w[2];
1745 } SHADER_PARSE_STATE;
1747 /* Base Shader utility functions.
1748 * (may move callers into the same file in the future) */
1749 extern int shader_addline(
1750 SHADER_BUFFER* buffer,
1751 const char* fmt, ...);
1753 extern const SHADER_OPCODE* shader_get_opcode(
1754 IWineD3DBaseShader *iface,
1755 const DWORD code);
1757 extern void shader_delete_constant_list(
1758 struct list* clist);
1760 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1762 /* Vertex shader utility functions */
1763 extern BOOL vshader_get_input(
1764 IWineD3DVertexShader* iface,
1765 BYTE usage_req, BYTE usage_idx_req,
1766 unsigned int* regnum);
1768 extern BOOL vshader_input_is_color(
1769 IWineD3DVertexShader* iface,
1770 unsigned int regnum);
1772 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1774 /* ARB_[vertex/fragment]_program helper functions */
1775 extern void shader_arb_load_constants(
1776 IWineD3DDevice* device,
1777 char usePixelShader,
1778 char useVertexShader);
1780 /* ARB shader program Prototypes */
1781 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1783 /* ARB pixel shader prototypes */
1784 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1802 /* ARB vertex shader prototypes */
1803 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1804 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1805 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1807 /* GLSL helper functions */
1808 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1809 extern void shader_glsl_load_constants(
1810 IWineD3DDevice* device,
1811 char usePixelShader,
1812 char useVertexShader);
1814 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1815 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1849 /** GLSL Pixel Shader Prototypes */
1850 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1868 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_input_pack(
1871 SHADER_BUFFER* buffer,
1872 semantic* semantics_out);
1874 /** GLSL Vertex Shader Prototypes */
1875 extern void vshader_glsl_output_unpack(
1876 SHADER_BUFFER* buffer,
1877 semantic* semantics_out);
1879 /*****************************************************************************
1880 * IDirect3DBaseShader implementation structure
1882 typedef struct IWineD3DBaseShaderClass
1884 DWORD hex_version;
1885 SHADER_LIMITS limits;
1886 SHADER_PARSE_STATE parse_state;
1887 CONST SHADER_OPCODE *shader_ins;
1888 CONST DWORD *function;
1889 UINT functionLength;
1890 GLuint prgId;
1891 BOOL is_compiled;
1893 /* Type of shader backend */
1894 int shader_mode;
1896 /* Programs this shader is linked with */
1897 struct list linked_programs;
1899 /* Immediate constants (override global ones) */
1900 struct list constantsB;
1901 struct list constantsF;
1902 struct list constantsI;
1903 shader_reg_maps reg_maps;
1905 /* Pointer to the parent device */
1906 IWineD3DDevice *device;
1908 } IWineD3DBaseShaderClass;
1910 typedef struct IWineD3DBaseShaderImpl {
1911 /* IUnknown */
1912 const IWineD3DBaseShaderVtbl *lpVtbl;
1913 LONG ref;
1915 /* IWineD3DBaseShader */
1916 IWineD3DBaseShaderClass baseShader;
1917 } IWineD3DBaseShaderImpl;
1919 extern HRESULT shader_get_registers_used(
1920 IWineD3DBaseShader *iface,
1921 shader_reg_maps* reg_maps,
1922 semantic* semantics_in,
1923 semantic* semantics_out,
1924 CONST DWORD* pToken,
1925 IWineD3DStateBlockImpl *stateBlock);
1927 extern void shader_generate_glsl_declarations(
1928 IWineD3DBaseShader *iface,
1929 shader_reg_maps* reg_maps,
1930 SHADER_BUFFER* buffer,
1931 WineD3D_GL_Info* gl_info);
1933 extern void shader_generate_arb_declarations(
1934 IWineD3DBaseShader *iface,
1935 shader_reg_maps* reg_maps,
1936 SHADER_BUFFER* buffer,
1937 WineD3D_GL_Info* gl_info);
1939 extern void shader_generate_main(
1940 IWineD3DBaseShader *iface,
1941 SHADER_BUFFER* buffer,
1942 shader_reg_maps* reg_maps,
1943 CONST DWORD* pFunction);
1945 extern void shader_dump_ins_modifiers(
1946 const DWORD output);
1948 extern void shader_dump_param(
1949 IWineD3DBaseShader *iface,
1950 const DWORD param,
1951 const DWORD addr_token,
1952 int input);
1954 extern void shader_trace_init(
1955 IWineD3DBaseShader *iface,
1956 const DWORD* pFunction);
1958 extern int shader_get_param(
1959 IWineD3DBaseShader* iface,
1960 const DWORD* pToken,
1961 DWORD* param,
1962 DWORD* addr_token);
1964 extern int shader_skip_unrecognized(
1965 IWineD3DBaseShader* iface,
1966 const DWORD* pToken);
1968 extern void print_glsl_info_log(
1969 WineD3D_GL_Info *gl_info,
1970 GLhandleARB obj);
1972 static inline int shader_get_regtype(const DWORD param) {
1973 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1974 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1977 extern unsigned int shader_get_float_offset(const DWORD reg);
1979 static inline BOOL shader_is_pshader_version(DWORD token) {
1980 return 0xFFFF0000 == (token & 0xFFFF0000);
1983 static inline BOOL shader_is_vshader_version(DWORD token) {
1984 return 0xFFFE0000 == (token & 0xFFFF0000);
1987 static inline BOOL shader_is_comment(DWORD token) {
1988 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1991 /* TODO: vFace (ps_3_0) */
1992 static inline BOOL shader_is_scalar(DWORD param) {
1993 DWORD reg_type = shader_get_regtype(param);
1995 switch (reg_type) {
1996 case WINED3DSPR_RASTOUT:
1997 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1998 /* oFog & oPts */
1999 return TRUE;
2001 /* oPos */
2002 return FALSE;
2004 case WINED3DSPR_DEPTHOUT: /* oDepth */
2005 case WINED3DSPR_CONSTBOOL: /* b# */
2006 case WINED3DSPR_LOOP: /* aL */
2007 case WINED3DSPR_PREDICATE: /* p0 */
2008 return TRUE;
2010 default:
2011 return FALSE;
2015 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2016 * so upload them above that
2018 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2019 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2021 /*****************************************************************************
2022 * IDirect3DVertexShader implementation structure
2024 typedef struct IWineD3DVertexShaderImpl {
2025 /* IUnknown parts*/
2026 const IWineD3DVertexShaderVtbl *lpVtbl;
2027 LONG ref; /* Note: Ref counting not required */
2029 /* IWineD3DBaseShader */
2030 IWineD3DBaseShaderClass baseShader;
2032 /* IWineD3DVertexShaderImpl */
2033 IUnknown *parent;
2035 DWORD usage;
2037 /* Vertex shader input and output semantics */
2038 semantic semantics_in [MAX_ATTRIBS];
2039 semantic semantics_out [MAX_REG_OUTPUT];
2041 /* run time datas... */
2042 VSHADERDATA *data;
2043 #if 0 /* needs reworking */
2044 /* run time datas */
2045 VSHADERINPUTDATA input;
2046 VSHADEROUTPUTDATA output;
2047 #endif
2048 } IWineD3DVertexShaderImpl;
2049 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2050 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2052 /*****************************************************************************
2053 * IDirect3DPixelShader implementation structure
2055 typedef struct IWineD3DPixelShaderImpl {
2056 /* IUnknown parts */
2057 const IWineD3DPixelShaderVtbl *lpVtbl;
2058 LONG ref; /* Note: Ref counting not required */
2060 /* IWineD3DBaseShader */
2061 IWineD3DBaseShaderClass baseShader;
2063 /* IWineD3DPixelShaderImpl */
2064 IUnknown *parent;
2066 /* Pixel shader input semantics */
2067 semantic semantics_in [MAX_REG_INPUT];
2069 /* run time data */
2070 PSHADERDATA *data;
2072 /* Some information about the shader behavior */
2073 char needsbumpmat;
2074 UINT bumpenvmatconst;
2076 #if 0 /* needs reworking */
2077 PSHADERINPUTDATA input;
2078 PSHADEROUTPUTDATA output;
2079 #endif
2080 } IWineD3DPixelShaderImpl;
2082 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2083 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2085 /*****************************************************************************
2086 * IWineD3DPalette implementation structure
2088 struct IWineD3DPaletteImpl {
2089 /* IUnknown parts */
2090 const IWineD3DPaletteVtbl *lpVtbl;
2091 LONG ref;
2093 IUnknown *parent;
2094 IWineD3DDeviceImpl *wineD3DDevice;
2096 /* IWineD3DPalette */
2097 HPALETTE hpal;
2098 WORD palVersion; /*| */
2099 WORD palNumEntries; /*| LOGPALETTE */
2100 PALETTEENTRY palents[256]; /*| */
2101 /* This is to store the palette in 'screen format' */
2102 int screen_palents[256];
2103 DWORD Flags;
2106 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2107 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2109 /* DirectDraw utility functions */
2110 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2112 /*****************************************************************************
2113 * Pixel format management
2115 typedef struct {
2116 WINED3DFORMAT format;
2117 DWORD alphaMask, redMask, greenMask, blueMask;
2118 UINT bpp;
2119 short depthSize, stencilSize;
2120 BOOL isFourcc;
2121 } StaticPixelFormatDesc;
2123 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2124 WineD3D_GL_Info *gl_info,
2125 const GlPixelFormatDesc **glDesc);
2127 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2128 return (device->vs_selected_mode != SHADER_NONE
2129 && device->stateBlock->vertexShader
2130 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2131 && !device->strided_streams.u.s.position_transformed);
2134 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2135 return (device->ps_selected_mode != SHADER_NONE
2136 && device->stateBlock->pixelShader
2137 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2140 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2141 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2143 #endif