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
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 /* Texture format fixups */
54 enum fixup_channel_source
56 CHANNEL_SOURCE_ZERO
= 0,
57 CHANNEL_SOURCE_ONE
= 1,
62 CHANNEL_SOURCE_YUV0
= 6,
63 CHANNEL_SOURCE_YUV1
= 7,
74 struct color_fixup_desc
76 unsigned x_sign_fixup
: 1;
77 unsigned x_source
: 3;
78 unsigned y_sign_fixup
: 1;
79 unsigned y_source
: 3;
80 unsigned z_sign_fixup
: 1;
81 unsigned z_source
: 3;
82 unsigned w_sign_fixup
: 1;
83 unsigned w_source
: 3;
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY
=
88 {0, CHANNEL_SOURCE_X
, 0, CHANNEL_SOURCE_Y
, 0, CHANNEL_SOURCE_Z
, 0, CHANNEL_SOURCE_W
};
90 static inline struct color_fixup_desc
create_color_fixup_desc(
91 int sign0
, enum fixup_channel_source src0
, int sign1
, enum fixup_channel_source src1
,
92 int sign2
, enum fixup_channel_source src2
, int sign3
, enum fixup_channel_source src3
)
94 struct color_fixup_desc fixup
=
104 static inline struct color_fixup_desc
create_yuv_fixup_desc(enum yuv_fixup yuv_fixup
)
106 struct color_fixup_desc fixup
=
108 0, yuv_fixup
& (1 << 0) ? CHANNEL_SOURCE_YUV1
: CHANNEL_SOURCE_YUV0
,
109 0, yuv_fixup
& (1 << 1) ? CHANNEL_SOURCE_YUV1
: CHANNEL_SOURCE_YUV0
,
110 0, yuv_fixup
& (1 << 2) ? CHANNEL_SOURCE_YUV1
: CHANNEL_SOURCE_YUV0
,
111 0, yuv_fixup
& (1 << 3) ? CHANNEL_SOURCE_YUV1
: CHANNEL_SOURCE_YUV0
,
116 static inline BOOL
is_identity_fixup(struct color_fixup_desc fixup
)
118 return !memcmp(&fixup
, &COLOR_FIXUP_IDENTITY
, sizeof(fixup
));
121 static inline BOOL
is_yuv_fixup(struct color_fixup_desc fixup
)
123 return fixup
.x_source
== CHANNEL_SOURCE_YUV0
|| fixup
.x_source
== CHANNEL_SOURCE_YUV1
;
126 static inline enum yuv_fixup
get_yuv_fixup(struct color_fixup_desc fixup
)
128 enum yuv_fixup yuv_fixup
= 0;
129 if (fixup
.x_source
== CHANNEL_SOURCE_YUV1
) yuv_fixup
|= (1 << 0);
130 if (fixup
.y_source
== CHANNEL_SOURCE_YUV1
) yuv_fixup
|= (1 << 1);
131 if (fixup
.z_source
== CHANNEL_SOURCE_YUV1
) yuv_fixup
|= (1 << 2);
132 if (fixup
.w_source
== CHANNEL_SOURCE_YUV1
) yuv_fixup
|= (1 << 3);
136 void *wined3d_rb_alloc(size_t size
);
137 void *wined3d_rb_realloc(void *ptr
, size_t size
);
138 void wined3d_rb_free(void *ptr
);
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
158 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
159 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
160 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
161 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
162 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
163 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
165 typedef enum _WINELOOKUP
{
166 WINELOOKUP_WARPPARAM
= 0,
170 extern const int minLookup
[MAX_LOOKUPS
];
171 extern const int maxLookup
[MAX_LOOKUPS
];
172 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
176 GLenum mip
[WINED3DTEXF_LINEAR
+ 1];
179 struct min_lookup minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
180 const struct min_lookup minMipLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1];
181 GLenum magLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
182 const GLenum magLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1];
184 extern const struct filter_lookup filter_lookup_nofilter
;
185 extern struct filter_lookup filter_lookup
;
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189 * to standard C floats and vice versa. They do not depend on the encoding
190 * of the C float, so they are platform independent, but slow. On x86 and
191 * other IEEE 754 compliant platforms the conversion can be accelerated by
192 * bit shifting the exponent and mantissa. There are also some SSE-based
193 * assembly routines out there.
195 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
197 static inline float float_16_to_32(const unsigned short *in
) {
198 const unsigned short s
= ((*in
) & 0x8000);
199 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
200 const unsigned short m
= (*in
) & 0x3FF;
201 const float sgn
= (s
? -1.0f
: 1.0f
);
204 if(m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
205 else return sgn
* pow(2, -14.0f
) * ((float)m
/ 1024.0f
);
207 return sgn
* pow(2, (float)e
- 15.0f
) * (1.0f
+ ((float)m
/ 1024.0f
));
209 if(m
== 0) return sgn
/ 0.0f
; /* +INF / -INF */
210 else return 0.0f
/ 0.0f
; /* NAN */
214 static inline float float_24_to_32(DWORD in
)
216 const float sgn
= in
& 0x800000 ? -1.0f
: 1.0f
;
217 const unsigned short e
= (in
& 0x780000) >> 19;
218 const unsigned short m
= in
& 0x7ffff;
222 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
223 else return sgn
* pow(2, -6.0f
) * ((float)m
/ 524288.0f
);
227 return sgn
* pow(2, (float)e
- 7.0f
) * (1.0f
+ ((float)m
/ 524288.0f
));
231 if (m
== 0) return sgn
/ 0.0f
; /* +INF / -INF */
232 else return 0.0f
/ 0.0f
; /* NAN */
252 #define ORM_BACKBUFFER 0
253 #define ORM_PBUFFER 1
257 #define SHADER_GLSL 2
259 #define SHADER_NONE 4
261 #define RTL_DISABLE -1
263 #define RTL_READDRAW 1
264 #define RTL_READTEX 2
265 #define RTL_TEXDRAW 3
268 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
269 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
271 /* NOTE: When adding fields to this structure, make sure to update the default
272 * values in wined3d_main.c as well. */
273 typedef struct wined3d_settings_s
{
274 /* vertex and pixel shader modes */
278 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
279 we should use it. However, until it's fully implemented, we'll leave it as a registry
280 setting for developers. */
282 int offscreen_rendering_mode
;
283 int rendertargetlock_mode
;
284 unsigned short pci_vendor_id
;
285 unsigned short pci_device_id
;
286 /* Memory tracking and object counting */
287 unsigned int emulated_textureram
;
289 int allow_multisampling
;
290 } wined3d_settings_t
;
292 extern wined3d_settings_t wined3d_settings
;
294 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
296 WINED3DSTT_UNKNOWN
= 0,
300 WINED3DSTT_VOLUME
= 4,
301 } WINED3DSAMPLER_TEXTURE_TYPE
;
303 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
306 WINED3DSPR_INPUT
= 1,
307 WINED3DSPR_CONST
= 2,
309 WINED3DSPR_TEXTURE
= 3,
310 WINED3DSPR_RASTOUT
= 4,
311 WINED3DSPR_ATTROUT
= 5,
312 WINED3DSPR_TEXCRDOUT
= 6,
313 WINED3DSPR_OUTPUT
= 6,
314 WINED3DSPR_CONSTINT
= 7,
315 WINED3DSPR_COLOROUT
= 8,
316 WINED3DSPR_DEPTHOUT
= 9,
317 WINED3DSPR_SAMPLER
= 10,
318 WINED3DSPR_CONST2
= 11,
319 WINED3DSPR_CONST3
= 12,
320 WINED3DSPR_CONST4
= 13,
321 WINED3DSPR_CONSTBOOL
= 14,
322 WINED3DSPR_LOOP
= 15,
323 WINED3DSPR_TEMPFLOAT16
= 16,
324 WINED3DSPR_MISCTYPE
= 17,
325 WINED3DSPR_LABEL
= 18,
326 WINED3DSPR_PREDICATE
= 19,
328 WINED3DSPR_CONSTBUFFER
,
329 } WINED3DSHADER_PARAM_REGISTER_TYPE
;
331 enum wined3d_immconst_type
333 WINED3D_IMMCONST_FLOAT
,
334 WINED3D_IMMCONST_FLOAT4
,
337 typedef enum _WINED3DVS_RASTOUT_OFFSETS
339 WINED3DSRO_POSITION
= 0,
341 WINED3DSRO_POINT_SIZE
= 2,
342 } WINED3DVS_RASTOUT_OFFSETS
;
344 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
346 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
348 WINED3DSPSM_NONE
= 0,
350 WINED3DSPSM_BIAS
= 2,
351 WINED3DSPSM_BIASNEG
= 3,
352 WINED3DSPSM_SIGN
= 4,
353 WINED3DSPSM_SIGNNEG
= 5,
354 WINED3DSPSM_COMP
= 6,
356 WINED3DSPSM_X2NEG
= 8,
359 WINED3DSPSM_ABS
= 11,
360 WINED3DSPSM_ABSNEG
= 12,
361 WINED3DSPSM_NOT
= 13,
362 } WINED3DSHADER_PARAM_SRCMOD_TYPE
;
364 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
365 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
366 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
367 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
368 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
370 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
372 WINED3DSPDM_NONE
= 0,
373 WINED3DSPDM_SATURATE
= 1,
374 WINED3DSPDM_PARTIALPRECISION
= 2,
375 WINED3DSPDM_MSAMPCENTROID
= 4,
376 } WINED3DSHADER_PARAM_DSTMOD_TYPE
;
378 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
400 WINED3DSIO_M4x4
= 20,
401 WINED3DSIO_M4x3
= 21,
402 WINED3DSIO_M3x4
= 22,
403 WINED3DSIO_M3x3
= 23,
404 WINED3DSIO_M3x2
= 24,
405 WINED3DSIO_CALL
= 25,
406 WINED3DSIO_CALLNZ
= 26,
407 WINED3DSIO_LOOP
= 27,
409 WINED3DSIO_ENDLOOP
= 29,
410 WINED3DSIO_LABEL
= 30,
417 WINED3DSIO_SINCOS
= 37,
419 WINED3DSIO_ENDREP
= 39,
422 WINED3DSIO_ELSE
= 42,
423 WINED3DSIO_ENDIF
= 43,
424 WINED3DSIO_BREAK
= 44,
425 WINED3DSIO_BREAKC
= 45,
426 WINED3DSIO_MOVA
= 46,
427 WINED3DSIO_DEFB
= 47,
428 WINED3DSIO_DEFI
= 48,
430 WINED3DSIO_TEXCOORD
= 64,
431 WINED3DSIO_TEXKILL
= 65,
433 WINED3DSIO_TEXBEM
= 67,
434 WINED3DSIO_TEXBEML
= 68,
435 WINED3DSIO_TEXREG2AR
= 69,
436 WINED3DSIO_TEXREG2GB
= 70,
437 WINED3DSIO_TEXM3x2PAD
= 71,
438 WINED3DSIO_TEXM3x2TEX
= 72,
439 WINED3DSIO_TEXM3x3PAD
= 73,
440 WINED3DSIO_TEXM3x3TEX
= 74,
441 WINED3DSIO_TEXM3x3DIFF
= 75,
442 WINED3DSIO_TEXM3x3SPEC
= 76,
443 WINED3DSIO_TEXM3x3VSPEC
= 77,
444 WINED3DSIO_EXPP
= 78,
445 WINED3DSIO_LOGP
= 79,
448 WINED3DSIO_TEXREG2RGB
= 82,
449 WINED3DSIO_TEXDP3TEX
= 83,
450 WINED3DSIO_TEXM3x2DEPTH
= 84,
451 WINED3DSIO_TEXDP3
= 85,
452 WINED3DSIO_TEXM3x3
= 86,
453 WINED3DSIO_TEXDEPTH
= 87,
456 WINED3DSIO_DP2ADD
= 90,
459 WINED3DSIO_TEXLDD
= 93,
460 WINED3DSIO_SETP
= 94,
461 WINED3DSIO_TEXLDL
= 95,
462 WINED3DSIO_BREAKP
= 96,
464 WINED3DSIO_PHASE
= 0xfffd,
465 WINED3DSIO_COMMENT
= 0xfffe,
466 WINED3DSIO_END
= 0Xffff,
467 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
;
469 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
470 #define WINED3DSI_TEXLD_PROJECT 1
471 #define WINED3DSI_TEXLD_BIAS 2
473 typedef enum COMPARISON_TYPE
483 #define WINED3D_SM1_VS 0xfffe
484 #define WINED3D_SM1_PS 0xffff
485 #define WINED3D_SM4_PS 0x0000
486 #define WINED3D_SM4_VS 0x0001
487 #define WINED3D_SM4_GS 0x0002
489 /* Shader version tokens, and shader end tokens */
490 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
491 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
493 /* Shader backends */
495 /* TODO: Make this dynamic, based on shader limits ? */
496 #define MAX_ATTRIBS 16
497 #define MAX_REG_ADDR 1
498 #define MAX_REG_TEMP 32
499 #define MAX_REG_TEXCRD 8
500 #define MAX_REG_INPUT 12
501 #define MAX_REG_OUTPUT 12
502 #define MAX_CONST_I 16
503 #define MAX_CONST_B 16
505 /* FIXME: This needs to go up to 2048 for
506 * Shader model 3 according to msdn (and for software shaders) */
507 #define MAX_LABELS 16
509 #define SHADER_PGMSIZE 65535
511 struct wined3d_shader_buffer
519 enum WINED3D_SHADER_INSTRUCTION_HANDLER
588 WINED3DSIH_TEXDP3TEX
,
592 WINED3DSIH_TEXM3x2DEPTH
,
593 WINED3DSIH_TEXM3x2PAD
,
594 WINED3DSIH_TEXM3x2TEX
,
596 WINED3DSIH_TEXM3x3DIFF
,
597 WINED3DSIH_TEXM3x3PAD
,
598 WINED3DSIH_TEXM3x3SPEC
,
599 WINED3DSIH_TEXM3x3TEX
,
600 WINED3DSIH_TEXM3x3VSPEC
,
601 WINED3DSIH_TEXREG2AR
,
602 WINED3DSIH_TEXREG2GB
,
603 WINED3DSIH_TEXREG2RGB
,
604 WINED3DSIH_TABLE_SIZE
607 enum wined3d_shader_type
609 WINED3D_SHADER_TYPE_PIXEL
,
610 WINED3D_SHADER_TYPE_VERTEX
,
611 WINED3D_SHADER_TYPE_GEOMETRY
,
614 struct wined3d_shader_version
616 enum wined3d_shader_type type
;
621 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
623 typedef struct shader_reg_maps
625 struct wined3d_shader_version shader_version
;
626 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
627 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
628 char address
[MAX_REG_ADDR
]; /* vertex */
629 char labels
[MAX_LABELS
]; /* pixel, vertex */
630 DWORD
*constf
; /* pixel, vertex */
631 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
632 WORD input_registers
; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
633 WORD output_registers
; /* MAX_REG_OUTPUT, 12 */
634 WORD integer_constants
; /* MAX_CONST_I, 16 */
635 WORD boolean_constants
; /* MAX_CONST_B, 16 */
636 WORD local_int_consts
; /* MAX_CONST_I, 16 */
637 WORD local_bool_consts
; /* MAX_CONST_B, 16 */
639 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
640 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
642 unsigned usesnrm
: 1;
644 unsigned usesdsx
: 1;
645 unsigned usesdsy
: 1;
646 unsigned usestexldd
: 1;
647 unsigned usesmova
: 1;
648 unsigned usesfacing
: 1;
649 unsigned usesrelconstF
: 1;
651 unsigned usestexldl
: 1;
652 unsigned usesifc
: 1;
653 unsigned usescall
: 1;
654 unsigned padding
: 4;
656 /* Whether or not loops are used in this shader, and nesting depth */
658 unsigned highest_render_target
;
662 struct wined3d_shader_context
664 IWineD3DBaseShader
*shader
;
665 const struct shader_reg_maps
*reg_maps
;
666 struct wined3d_shader_buffer
*buffer
;
670 struct wined3d_shader_register
672 WINED3DSHADER_PARAM_REGISTER_TYPE type
;
675 const struct wined3d_shader_src_param
*rel_addr
;
676 enum wined3d_immconst_type immconst_type
;
677 DWORD immconst_data
[4];
680 struct wined3d_shader_dst_param
682 struct wined3d_shader_register reg
;
688 struct wined3d_shader_src_param
690 struct wined3d_shader_register reg
;
695 struct wined3d_shader_instruction
697 const struct wined3d_shader_context
*ctx
;
698 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
;
703 const struct wined3d_shader_dst_param
*dst
;
705 const struct wined3d_shader_src_param
*src
;
708 struct wined3d_shader_semantic
710 WINED3DDECLUSAGE usage
;
712 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
713 struct wined3d_shader_dst_param reg
;
716 struct wined3d_shader_attribute
718 WINED3DDECLUSAGE usage
;
722 struct wined3d_shader_frontend
724 void *(*shader_init
)(const DWORD
*ptr
, const struct wined3d_shader_signature
*output_signature
);
725 void (*shader_free
)(void *data
);
726 void (*shader_read_header
)(void *data
, const DWORD
**ptr
, struct wined3d_shader_version
*shader_version
);
727 void (*shader_read_opcode
)(void *data
, const DWORD
**ptr
, struct wined3d_shader_instruction
*ins
, UINT
*param_size
);
728 void (*shader_read_src_param
)(void *data
, const DWORD
**ptr
, struct wined3d_shader_src_param
*src_param
,
729 struct wined3d_shader_src_param
*src_rel_addr
);
730 void (*shader_read_dst_param
)(void *data
, const DWORD
**ptr
, struct wined3d_shader_dst_param
*dst_param
,
731 struct wined3d_shader_src_param
*dst_rel_addr
);
732 void (*shader_read_semantic
)(const DWORD
**ptr
, struct wined3d_shader_semantic
*semantic
);
733 void (*shader_read_comment
)(const DWORD
**ptr
, const char **comment
);
734 BOOL (*shader_is_end
)(void *data
, const DWORD
**ptr
);
737 extern const struct wined3d_shader_frontend sm1_shader_frontend
;
738 extern const struct wined3d_shader_frontend sm4_shader_frontend
;
740 typedef void (*SHADER_HANDLER
)(const struct wined3d_shader_instruction
*);
743 DWORD VertexShaderVersion
;
744 DWORD MaxVertexShaderConst
;
746 DWORD PixelShaderVersion
;
747 float PixelShader1xMaxValue
;
748 DWORD MaxPixelShaderConst
;
750 WINED3DVSHADERCAPS2_0 VS20Caps
;
751 WINED3DPSHADERCAPS2_0 PS20Caps
;
753 DWORD MaxVShaderInstructionsExecuted
;
754 DWORD MaxPShaderInstructionsExecuted
;
755 DWORD MaxVertexShader30InstructionSlots
;
756 DWORD MaxPixelShader30InstructionSlots
;
771 enum vertexprocessing_mode
{
777 #define WINED3D_CONST_NUM_UNUSED ~0U
786 /* Stateblock dependent parameters which have to be hardcoded
787 * into the shader code
789 struct ps_compile_args
{
790 struct color_fixup_desc color_fixup
[MAX_FRAGMENT_SAMPLERS
];
791 enum vertexprocessing_mode vp_mode
;
793 /* Projected textures(ps 1.0-1.3) */
794 /* Texture types(2D, Cube, 3D) in ps 1.x */
795 BOOL srgb_correction
;
797 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
798 D3D9 has a limit of 16 samplers and the fixup is superfluous
799 in D3D10 (unconditional NP2 support mandatory). */
807 struct vs_compile_args
{
809 WORD swizzle_map
; /* MAX_ATTRIBS, 16 */
813 void (*shader_handle_instruction
)(const struct wined3d_shader_instruction
*);
814 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
815 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
, enum tex_types tex_type
);
816 void (*shader_deselect_depth_blt
)(IWineD3DDevice
*iface
);
817 void (*shader_update_float_vertex_constants
)(IWineD3DDevice
*iface
, UINT start
, UINT count
);
818 void (*shader_update_float_pixel_constants
)(IWineD3DDevice
*iface
, UINT start
, UINT count
);
819 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
820 void (*shader_load_np2fixup_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
821 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
822 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
823 void (*shader_free_private
)(IWineD3DDevice
*iface
);
824 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
825 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
);
826 BOOL (*shader_color_fixup_supported
)(struct color_fixup_desc fixup
);
827 void (*shader_add_instruction_modifiers
)(const struct wined3d_shader_instruction
*ins
);
830 extern const shader_backend_t glsl_shader_backend
;
831 extern const shader_backend_t arb_program_shader_backend
;
832 extern const shader_backend_t none_shader_backend
;
836 extern void (* CDECL wine_tsx11_lock_ptr
)(void);
837 extern void (* CDECL wine_tsx11_unlock_ptr
)(void);
839 /* As GLX relies on X, this is needed */
843 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
844 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
846 #define ENTER_GL() wine_tsx11_lock_ptr()
847 #define LEAVE_GL() wine_tsx11_unlock_ptr()
850 /*****************************************************************************
854 /* GL related defines */
855 /* ------------------ */
856 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
857 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
858 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
859 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
861 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
862 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
863 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
864 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
866 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
867 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
868 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
869 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
871 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
872 (vec)[0] = D3DCOLOR_R(dw); \
873 (vec)[1] = D3DCOLOR_G(dw); \
874 (vec)[2] = D3DCOLOR_B(dw); \
875 (vec)[3] = D3DCOLOR_A(dw); \
878 /* DirectX Device Limits */
879 /* --------------------- */
880 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
881 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
882 See MaxStreams in MSDN under GetDeviceCaps */
883 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
885 /* Checking of API calls */
886 /* --------------------- */
887 #ifndef WINE_NO_DEBUG_MSGS
888 #define checkGLcall(A) \
891 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
892 err = glGetError(); \
893 if (err == GL_NO_ERROR) { \
894 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
897 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
898 debug_glerror(err), err, A, __FILE__, __LINE__); \
899 err = glGetError(); \
900 } while (err != GL_NO_ERROR); \
903 #define checkGLcall(A) do {} while(0)
906 /* Trace routines / diagnostics */
907 /* ---------------------------- */
909 /* Dump out a matrix and copy it */
910 #define conv_mat(mat,gl_mat) \
912 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
913 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
914 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
915 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
916 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
919 /* Macro to dump out the current state of the light chain */
920 #define DUMP_LIGHT_CHAIN() \
922 PLIGHTINFOEL *el = This->stateBlock->lights;\
924 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
929 /* Trace vector and strided data information */
930 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
931 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
932 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
933 si->elements[name].buffer_object, si->elements[name].stream_idx);
935 /* Defines used for optimizations */
937 /* Only reapply what is necessary */
938 #define REAPPLY_ALPHAOP 0x0001
939 #define REAPPLY_ALL 0xFFFF
941 /* Advance declaration of structures to satisfy compiler */
942 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
943 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
944 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
945 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
947 /* Global variables */
948 extern const float identity
[16];
950 /*****************************************************************************
951 * Compilable extra diagnostics
954 /* Trace information per-vertex: (extremely high amount of trace) */
955 #if 0 /* NOTE: Must be 0 in cvs */
956 # define VTRACE(A) TRACE A
961 /* TODO: Confirm each of these works when wined3d move completed */
962 #if 0 /* NOTE: Must be 0 in cvs */
963 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
964 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
965 is enabled, and if it doesn't exist it is disabled. */
966 # define FRAME_DEBUGGING
967 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
968 the file is deleted */
969 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
970 # define SINGLE_FRAME_DEBUGGING
972 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
973 It can only be enabled when FRAME_DEBUGGING is also enabled
974 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
976 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
977 # define SHOW_FRAME_MAKEUP 1
979 /* The following, when enabled, lets you see the makeup of the all the textures used during each
980 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
981 The contents of the textures assigned to each stage are written into
982 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
983 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
984 # define SHOW_TEXTURE_MAKEUP 0
987 extern BOOL isDumpingFrames
;
988 extern LONG primCounter
;
993 WINED3D_FFP_POSITION
= 0,
994 WINED3D_FFP_BLENDWEIGHT
= 1,
995 WINED3D_FFP_BLENDINDICES
= 2,
996 WINED3D_FFP_NORMAL
= 3,
997 WINED3D_FFP_PSIZE
= 4,
998 WINED3D_FFP_DIFFUSE
= 5,
999 WINED3D_FFP_SPECULAR
= 6,
1000 WINED3D_FFP_TEXCOORD0
= 7,
1001 WINED3D_FFP_TEXCOORD1
= 8,
1002 WINED3D_FFP_TEXCOORD2
= 9,
1003 WINED3D_FFP_TEXCOORD3
= 10,
1004 WINED3D_FFP_TEXCOORD4
= 11,
1005 WINED3D_FFP_TEXCOORD5
= 12,
1006 WINED3D_FFP_TEXCOORD6
= 13,
1007 WINED3D_FFP_TEXCOORD7
= 14,
1010 enum wined3d_ffp_emit_idx
1012 WINED3D_FFP_EMIT_FLOAT1
= 0,
1013 WINED3D_FFP_EMIT_FLOAT2
= 1,
1014 WINED3D_FFP_EMIT_FLOAT3
= 2,
1015 WINED3D_FFP_EMIT_FLOAT4
= 3,
1016 WINED3D_FFP_EMIT_D3DCOLOR
= 4,
1017 WINED3D_FFP_EMIT_UBYTE4
= 5,
1018 WINED3D_FFP_EMIT_SHORT2
= 6,
1019 WINED3D_FFP_EMIT_SHORT4
= 7,
1020 WINED3D_FFP_EMIT_UBYTE4N
= 8,
1021 WINED3D_FFP_EMIT_SHORT2N
= 9,
1022 WINED3D_FFP_EMIT_SHORT4N
= 10,
1023 WINED3D_FFP_EMIT_USHORT2N
= 11,
1024 WINED3D_FFP_EMIT_USHORT4N
= 12,
1025 WINED3D_FFP_EMIT_UDEC3
= 13,
1026 WINED3D_FFP_EMIT_DEC3N
= 14,
1027 WINED3D_FFP_EMIT_FLOAT16_2
= 15,
1028 WINED3D_FFP_EMIT_FLOAT16_4
= 16,
1029 WINED3D_FFP_EMIT_COUNT
= 17
1032 struct wined3d_stream_info_element
1034 const struct GlPixelFormatDesc
*format_desc
;
1038 GLuint buffer_object
;
1041 struct wined3d_stream_info
1043 struct wined3d_stream_info_element elements
[MAX_ATTRIBS
];
1044 BOOL position_transformed
;
1045 WORD swizzle_map
; /* MAX_ATTRIBS, 16 */
1046 WORD use_map
; /* MAX_ATTRIBS, 16 */
1049 /*****************************************************************************
1053 /* Routine common to the draw primitive and draw indexed primitive routines */
1054 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT numberOfVertices
,
1055 UINT start_idx
, UINT idxBytes
, const void *idxData
, UINT minIndex
);
1056 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
1058 typedef void (WINE_GLAPI
*glAttribFunc
)(const void *data
);
1059 typedef void (WINE_GLAPI
*glMultiTexCoordFunc
)(GLenum unit
, const void *data
);
1060 extern glAttribFunc position_funcs
[WINED3D_FFP_EMIT_COUNT
];
1061 extern glAttribFunc diffuse_funcs
[WINED3D_FFP_EMIT_COUNT
];
1062 extern glAttribFunc specular_func_3ubv
;
1063 extern glAttribFunc specular_funcs
[WINED3D_FFP_EMIT_COUNT
];
1064 extern glAttribFunc normal_funcs
[WINED3D_FFP_EMIT_COUNT
];
1065 extern glMultiTexCoordFunc multi_texcoord_funcs
[WINED3D_FFP_EMIT_COUNT
];
1069 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1070 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1072 /* Routines and structures related to state management */
1074 #define STATE_RENDER(a) (a)
1075 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1077 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1078 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1080 /* + 1 because samplers start with 0 */
1081 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1082 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1084 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1085 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1087 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1088 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1090 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1091 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1092 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1093 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1095 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1096 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1098 #define STATE_VSHADER (STATE_VDECL + 1)
1099 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1101 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1102 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1104 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1105 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1106 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1107 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1109 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1110 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1112 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1113 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1115 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1116 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1118 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1120 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1122 #define STATE_HIGHEST (STATE_FRONTFACE)
1130 #define WINED3D_MAX_FBO_ENTRIES 64
1132 struct wined3d_occlusion_query
1136 struct wined3d_context
*context
;
1139 struct wined3d_event_query
1143 struct wined3d_context
*context
;
1146 struct wined3d_context
1148 const struct wined3d_gl_info
*gl_info
;
1149 /* State dirtification
1150 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1151 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1152 * 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
1153 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1155 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1156 DWORD numDirtyEntries
;
1157 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1159 IWineD3DSurface
*surface
;
1160 IWineD3DSurface
*current_rt
;
1161 DWORD tid
; /* Thread ID which owns this context at the moment */
1163 /* Stores some information about the context state for optimization */
1164 WORD draw_buffer_dirty
: 1;
1165 WORD last_was_rhw
: 1; /* true iff last draw_primitive was in xyzrhw mode */
1166 WORD last_was_pshader
: 1;
1167 WORD last_was_vshader
: 1;
1168 WORD namedArraysLoaded
: 1;
1169 WORD numberedArraysLoaded
: 1;
1170 WORD last_was_blit
: 1;
1171 WORD last_was_ckey
: 1;
1174 WORD fog_enabled
: 1;
1175 WORD num_untracked_materials
: 2; /* Max value 2 */
1179 BYTE texShaderBumpMap
; /* MAX_TEXTURES, 8 */
1180 BYTE lastWasPow2Texture
; /* MAX_TEXTURES, 8 */
1181 DWORD numbered_array_mask
;
1182 GLenum tracking_parm
; /* Which source is tracking current colour */
1183 GLenum untracked_materials
[2];
1184 UINT blit_w
, blit_h
;
1185 enum fogsource fog_source
;
1187 char *vshader_const_dirty
, *pshader_const_dirty
;
1189 /* The actual opengl context */
1193 HPBUFFERARB pbuffer
;
1197 UINT fbo_entry_count
;
1198 struct list fbo_list
;
1199 struct fbo_entry
*current_fbo
;
1202 GLuint fbo_read_binding
;
1203 GLuint fbo_draw_binding
;
1206 GLuint
*free_occlusion_queries
;
1207 UINT free_occlusion_query_size
;
1208 UINT free_occlusion_query_count
;
1209 struct list occlusion_queries
;
1211 GLuint
*free_event_queries
;
1212 UINT free_event_query_size
;
1213 UINT free_event_query_count
;
1214 struct list event_queries
;
1216 /* Extension emulation */
1217 GLint gl_fog_source
;
1218 GLfloat fog_coord_value
;
1219 GLfloat color
[4], fogstart
, fogend
, fogcolor
[4];
1220 GLuint dummy_arbfp_prog
;
1223 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*ctx
);
1227 DWORD representative
;
1228 APPLYSTATEFUNC apply
;
1231 struct StateEntryTemplate
1234 struct StateEntry content
;
1235 GL_SupportedExt extension
;
1238 struct fragment_caps
1240 DWORD PrimitiveMiscCaps
;
1241 DWORD TextureOpCaps
;
1242 DWORD MaxTextureBlendStages
;
1243 DWORD MaxSimultaneousTextures
;
1246 struct fragment_pipeline
1248 void (*enable_extension
)(IWineD3DDevice
*iface
, BOOL enable
);
1249 void (*get_caps
)(WINED3DDEVTYPE devtype
, const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
);
1250 HRESULT (*alloc_private
)(IWineD3DDevice
*iface
);
1251 void (*free_private
)(IWineD3DDevice
*iface
);
1252 BOOL (*color_fixup_supported
)(struct color_fixup_desc fixup
);
1253 const struct StateEntryTemplate
*states
;
1254 BOOL ffp_proj_control
;
1257 extern const struct StateEntryTemplate misc_state_template
[];
1258 extern const struct StateEntryTemplate ffp_vertexstate_template
[];
1259 extern const struct fragment_pipeline ffp_fragment_pipeline
;
1260 extern const struct fragment_pipeline atifs_fragment_pipeline
;
1261 extern const struct fragment_pipeline arbfp_fragment_pipeline
;
1262 extern const struct fragment_pipeline nvts_fragment_pipeline
;
1263 extern const struct fragment_pipeline nvrc_fragment_pipeline
;
1265 /* "Base" state table */
1266 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
1267 const struct wined3d_gl_info
*gl_info
, const struct StateEntryTemplate
*vertex
,
1268 const struct fragment_pipeline
*fragment
, const struct StateEntryTemplate
*misc
);
1270 /* Shaders for color conversions in blits */
1273 HRESULT (*alloc_private
)(IWineD3DDevice
*iface
);
1274 void (*free_private
)(IWineD3DDevice
*iface
);
1275 HRESULT (*set_shader
)(IWineD3DDevice
*iface
, const struct GlPixelFormatDesc
*format_desc
,
1276 GLenum textype
, UINT width
, UINT height
);
1277 void (*unset_shader
)(IWineD3DDevice
*iface
);
1278 BOOL (*color_fixup_supported
)(struct color_fixup_desc fixup
);
1281 extern const struct blit_shader ffp_blit
;
1282 extern const struct blit_shader arbfp_blit
;
1284 typedef enum ContextUsage
{
1285 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
1286 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1287 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
1288 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
1291 struct wined3d_context
*ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, enum ContextUsage usage
);
1292 struct wined3d_context
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
,
1293 BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
1294 void DestroyContext(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
);
1295 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
);
1296 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
);
1297 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
);
1298 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
);
1299 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
1300 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
);
1301 void context_attach_surface_fbo(const struct wined3d_context
*context
,
1302 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
);
1303 void context_free_event_query(struct wined3d_event_query
*query
);
1304 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
);
1305 struct wined3d_context
*context_get_current(void);
1306 DWORD
context_get_tls_idx(void);
1307 BOOL
context_set_current(struct wined3d_context
*ctx
);
1308 void context_set_tls_idx(DWORD idx
);
1310 void delete_opengl_contexts(IWineD3DDevice
*iface
, IWineD3DSwapChain
*swapchain
);
1311 HRESULT
create_primary_opengl_context(IWineD3DDevice
*iface
, IWineD3DSwapChain
*swapchain
);
1313 /* Macros for doing basic GPU detection based on opengl capabilities */
1314 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1315 #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])
1316 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1317 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1319 /* Default callbacks for implicit object destruction */
1320 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
1322 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
1324 /*****************************************************************************
1325 * Internal representation of a light
1327 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
1328 struct PLIGHTINFOEL
{
1329 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
1330 DWORD OriginalIndex
;
1333 BOOL enabledChanged
;
1336 /* Converted parms to speed up swapping lights */
1345 /* The default light parameters */
1346 extern const WINED3DLIGHT WINED3D_default_light
;
1348 typedef struct WineD3D_PixelFormat
1350 int iPixelFormat
; /* WGL pixel format */
1351 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1352 int redSize
, greenSize
, blueSize
, alphaSize
;
1353 int depthSize
, stencilSize
;
1354 BOOL windowDrawable
;
1355 BOOL pbufferDrawable
;
1359 } WineD3D_PixelFormat
;
1361 /* The adapter structure */
1362 struct WineD3DAdapter
1367 struct wined3d_gl_info gl_info
;
1369 const char *description
;
1370 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1372 WineD3D_PixelFormat
*cfgs
;
1373 BOOL brokenStencil
; /* Set on cards which only offer mixed depth+stencil */
1374 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1375 unsigned int UsedTextureRam
;
1378 extern BOOL
initPixelFormats(struct wined3d_gl_info
*gl_info
);
1379 BOOL
initPixelFormatsNoGL(struct wined3d_gl_info
*gl_info
);
1380 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
1381 extern void add_gl_compat_wrappers(struct wined3d_gl_info
*gl_info
);
1383 /*****************************************************************************
1384 * High order patch management
1386 struct WineD3DRectPatch
1390 WineDirect3DVertexStridedData strided
;
1391 WINED3DRECTPATCH_INFO RectPatchInfo
;
1393 char has_normals
, has_texcoords
;
1397 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
1399 enum projection_types
1412 /*****************************************************************************
1413 * Fixed function pipeline replacements
1415 #define ARG_UNUSED 0xff
1416 struct texture_stage_op
1428 struct color_fixup_desc color_fixup
;
1429 unsigned tex_type
: 3;
1431 unsigned projected
: 2;
1432 unsigned padding
: 10;
1435 struct ffp_frag_settings
{
1436 struct texture_stage_op op
[MAX_TEXTURES
];
1438 /* Use shorts instead of chars to get dword alignment */
1439 unsigned short sRGB_write
;
1440 unsigned short emul_clipplanes
;
1443 struct ffp_frag_desc
1445 struct wine_rb_entry entry
;
1446 struct ffp_frag_settings settings
;
1449 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions
;
1451 void gen_ffp_frag_op(IWineD3DStateBlockImpl
*stateblock
, struct ffp_frag_settings
*settings
, BOOL ignore_textype
);
1452 const struct ffp_frag_desc
*find_ffp_frag_shader(const struct wine_rb_tree
*fragment_shaders
,
1453 const struct ffp_frag_settings
*settings
);
1454 void add_ffp_frag_shader(struct wine_rb_tree
*shaders
, struct ffp_frag_desc
*desc
);
1456 /*****************************************************************************
1457 * IWineD3D implementation structure
1459 typedef struct IWineD3DImpl
1461 /* IUnknown fields */
1462 const IWineD3DVtbl
*lpVtbl
;
1463 LONG ref
; /* Note: Ref counting not required */
1465 /* WineD3D Information */
1470 struct WineD3DAdapter adapters
[1];
1473 extern const IWineD3DVtbl IWineD3D_Vtbl
;
1475 BOOL
InitAdapters(IWineD3DImpl
*This
);
1477 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1478 (since it will break quite a few things until contexts are managed properly!) */
1479 extern BOOL pbuffer_support
;
1480 /* allocate one pbuffer per surface */
1481 extern BOOL pbuffer_per_surface
;
1483 /* A helper function that dumps a resource list */
1484 void dumpResources(struct list
*list
);
1486 /*****************************************************************************
1487 * IWineD3DDevice implementation structure
1489 #define WINED3D_UNMAPPED_STAGE ~0U
1491 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1492 #define WINED3DCREATE_MULTITHREADED 0x00000004
1494 struct IWineD3DDeviceImpl
1496 /* IUnknown fields */
1497 const IWineD3DDeviceVtbl
*lpVtbl
;
1498 LONG ref
; /* Note: Ref counting not required */
1500 /* WineD3D Information */
1502 IWineD3DDeviceParent
*device_parent
;
1504 struct WineD3DAdapter
*adapter
;
1506 /* Window styles to restore when switching fullscreen mode */
1510 /* X and GL Information */
1511 GLint maxConcurrentLights
;
1512 GLenum offscreenBuffer
;
1514 /* Selected capabilities */
1515 int vs_selected_mode
;
1516 int ps_selected_mode
;
1517 const shader_backend_t
*shader_backend
;
1519 void *fragment_priv
;
1521 struct StateEntry StateTable
[STATE_HIGHEST
+ 1];
1522 /* Array of functions for states which are handled by more than one pipeline part */
1523 APPLYSTATEFUNC
*multistate_funcs
[STATE_HIGHEST
+ 1];
1524 const struct fragment_pipeline
*frag_pipe
;
1525 const struct blit_shader
*blitter
;
1527 unsigned int max_ffp_textures
, max_ffp_texture_stages
;
1528 DWORD d3d_vshader_constantF
, d3d_pshader_constantF
; /* Advertised d3d caps, not GL ones */
1531 WORD view_ident
: 1; /* true iff view matrix is identity */
1532 WORD untransformed
: 1;
1533 WORD vertexBlendUsed
: 1; /* To avoid needless setting of the blend matrices */
1534 WORD isRecordingState
: 1;
1536 WORD render_offscreen
: 1;
1537 WORD bCursorVisible
: 1;
1538 WORD haveHardwareCursor
: 1;
1539 WORD d3d_initialized
: 1;
1540 WORD inScene
: 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1541 WORD softwareVertexProcessing
: 1; /* process vertex shaders using software or hardware */
1542 WORD useDrawStridedSlow
: 1;
1543 WORD instancedDraw
: 1;
1546 BYTE fixed_function_usage_map
; /* MAX_TEXTURES, 8 */
1548 #define DDRAW_PITCH_ALIGNMENT 8
1549 #define D3D8_PITCH_ALIGNMENT 4
1550 unsigned char surface_alignment
; /* Line Alignment of surfaces */
1552 /* State block related */
1553 IWineD3DStateBlockImpl
*stateBlock
;
1554 IWineD3DStateBlockImpl
*updateStateBlock
;
1556 /* Internal use fields */
1557 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
1559 WINED3DDEVTYPE devType
;
1561 IWineD3DSwapChain
**swapchains
;
1562 UINT NumberOfSwapChains
;
1564 struct list resources
; /* a linked list to track resources created by the device */
1565 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
1566 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
1568 /* Render Target Support */
1569 IWineD3DSurface
**render_targets
;
1570 IWineD3DSurface
*auto_depth_stencil_buffer
;
1571 IWineD3DSurface
*stencilBufferTarget
;
1573 /* palettes texture management */
1574 UINT NumberOfPalettes
;
1575 PALETTEENTRY
**palettes
;
1576 UINT currentPalette
;
1577 UINT paletteConversionShader
;
1579 /* For rendering to a texture using glCopyTexImage */
1580 GLenum
*draw_buffers
;
1581 GLuint depth_blt_texture
;
1582 GLuint depth_blt_rb
;
1583 UINT depth_blt_rb_w
;
1584 UINT depth_blt_rb_h
;
1586 /* Cursor management */
1591 UINT cursorWidth
, cursorHeight
;
1592 GLuint cursorTexture
;
1593 HCURSOR hardwareCursor
;
1595 /* The Wine logo surface */
1596 IWineD3DSurface
*logo_surface
;
1598 /* Textures for when no other textures are mapped */
1599 UINT dummyTextureName
[MAX_TEXTURES
];
1601 /* Device state management */
1604 /* DirectDraw stuff */
1605 DWORD ddraw_width
, ddraw_height
;
1606 WINED3DFORMAT ddraw_format
;
1608 /* Final position fixup constant */
1611 /* With register combiners we can skip junk texture stages */
1612 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
1613 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
1615 /* Stream source management */
1616 struct wined3d_stream_info strided_streams
;
1617 const WineDirect3DVertexStridedData
*up_strided
;
1619 /* Context management */
1620 struct wined3d_context
**contexts
;
1622 struct wined3d_context
*pbufferContext
; /* The context that has a pbuffer as drawable */
1623 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
1625 /* High level patch management */
1626 #define PATCHMAP_SIZE 43
1627 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1628 struct list patches
[PATCHMAP_SIZE
];
1629 struct WineD3DRectPatch
*currentPatch
;
1632 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
1634 void device_resource_add(IWineD3DDeviceImpl
*This
, IWineD3DResource
*resource
);
1635 void device_resource_released(IWineD3DDeviceImpl
*This
, IWineD3DResource
*resource
);
1636 void device_stream_info_from_declaration(IWineD3DDeviceImpl
*This
,
1637 BOOL use_vshader
, struct wined3d_stream_info
*stream_info
, BOOL
*fixup
);
1638 void device_stream_info_from_strided(IWineD3DDeviceImpl
*This
,
1639 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
);
1640 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
1641 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
1642 float Z
, DWORD Stencil
);
1643 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
1644 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
1645 static inline BOOL
isStateDirty(struct wined3d_context
*context
, DWORD state
)
1647 DWORD idx
= state
>> 5;
1648 BYTE shift
= state
& 0x1f;
1649 return context
->isStateDirty
[idx
] & (1 << shift
);
1652 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1653 typedef struct PrivateData
1658 DWORD flags
; /* DDSPD_* */
1669 /*****************************************************************************
1670 * IWineD3DResource implementation structure
1672 typedef struct IWineD3DResourceClass
1674 /* IUnknown fields */
1675 LONG ref
; /* Note: Ref counting not required */
1677 /* WineD3DResource Information */
1679 WINED3DRESOURCETYPE resourceType
;
1680 IWineD3DDeviceImpl
*wineD3DDevice
;
1684 const struct GlPixelFormatDesc
*format_desc
;
1686 BYTE
*allocatedMemory
; /* Pointer to the real data location */
1687 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
1688 struct list privateData
;
1689 struct list resource_list_entry
;
1691 } IWineD3DResourceClass
;
1693 typedef struct IWineD3DResourceImpl
1695 /* IUnknown & WineD3DResource Information */
1696 const IWineD3DResourceVtbl
*lpVtbl
;
1697 IWineD3DResourceClass resource
;
1698 } IWineD3DResourceImpl
;
1700 void resource_cleanup(IWineD3DResource
*iface
);
1701 HRESULT
resource_free_private_data(IWineD3DResource
*iface
, REFGUID guid
);
1702 HRESULT
resource_get_device(IWineD3DResource
*iface
, IWineD3DDevice
**device
);
1703 HRESULT
resource_get_parent(IWineD3DResource
*iface
, IUnknown
**parent
);
1704 DWORD
resource_get_priority(IWineD3DResource
*iface
);
1705 HRESULT
resource_get_private_data(IWineD3DResource
*iface
, REFGUID guid
,
1706 void *data
, DWORD
*data_size
);
1707 HRESULT
resource_init(IWineD3DResource
*iface
, WINED3DRESOURCETYPE resource_type
,
1708 IWineD3DDeviceImpl
*device
, UINT size
, DWORD usage
, const struct GlPixelFormatDesc
*format_desc
,
1709 WINED3DPOOL pool
, IUnknown
*parent
);
1710 WINED3DRESOURCETYPE
resource_get_type(IWineD3DResource
*iface
);
1711 DWORD
resource_set_priority(IWineD3DResource
*iface
, DWORD new_priority
);
1712 HRESULT
resource_set_private_data(IWineD3DResource
*iface
, REFGUID guid
,
1713 const void *data
, DWORD data_size
, DWORD flags
);
1715 /* Tests show that the start address of resources is 32 byte aligned */
1716 #define RESOURCE_ALIGNMENT 32
1718 /*****************************************************************************
1719 * IWineD3DBaseTexture D3D- > openGL state map lookups
1722 typedef enum winetexturestates
{
1723 WINED3DTEXSTA_ADDRESSU
= 0,
1724 WINED3DTEXSTA_ADDRESSV
= 1,
1725 WINED3DTEXSTA_ADDRESSW
= 2,
1726 WINED3DTEXSTA_BORDERCOLOR
= 3,
1727 WINED3DTEXSTA_MAGFILTER
= 4,
1728 WINED3DTEXSTA_MINFILTER
= 5,
1729 WINED3DTEXSTA_MIPFILTER
= 6,
1730 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1731 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1732 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1733 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1734 WINED3DTEXSTA_DMAPOFFSET
= 11,
1735 WINED3DTEXSTA_TSSADDRESSW
= 12,
1736 MAX_WINETEXTURESTATES
= 13,
1737 } winetexturestates
;
1741 SRGB_ANY
= 0, /* Uses the cached value(e.g. external calls) */
1742 SRGB_RGB
= 1, /* Loads the rgb texture */
1743 SRGB_SRGB
= 2, /* Loads the srgb texture */
1744 SRGB_BOTH
= 3, /* Loads both textures */
1747 /*****************************************************************************
1748 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1750 typedef struct IWineD3DBaseTextureClass
1752 DWORD states
[MAX_WINETEXTURESTATES
];
1753 DWORD srgbstates
[MAX_WINETEXTURESTATES
];
1755 BOOL dirty
, srgbDirty
;
1756 UINT textureName
, srgbTextureName
;
1757 float pow2Matrix
[16];
1759 WINED3DTEXTUREFILTERTYPE filterType
;
1763 BOOL pow2Matrix_identity
;
1764 const struct min_lookup
*minMipLookup
;
1765 const GLenum
*magLookup
;
1766 void (*internal_preload
)(IWineD3DBaseTexture
*iface
, enum WINED3DSRGB srgb
);
1767 } IWineD3DBaseTextureClass
;
1769 void surface_internal_preload(IWineD3DSurface
*iface
, enum WINED3DSRGB srgb
);
1771 typedef struct IWineD3DBaseTextureImpl
1773 /* IUnknown & WineD3DResource Information */
1774 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1775 IWineD3DResourceClass resource
;
1776 IWineD3DBaseTextureClass baseTexture
;
1778 } IWineD3DBaseTextureImpl
;
1780 void basetexture_apply_state_changes(IWineD3DBaseTexture
*iface
,
1781 const DWORD texture_states
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
1782 const DWORD sampler_states
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1783 HRESULT
basetexture_bind(IWineD3DBaseTexture
*iface
, BOOL srgb
, BOOL
*set_surface_desc
);
1784 void basetexture_cleanup(IWineD3DBaseTexture
*iface
);
1785 void basetexture_generate_mipmaps(IWineD3DBaseTexture
*iface
);
1786 WINED3DTEXTUREFILTERTYPE
basetexture_get_autogen_filter_type(IWineD3DBaseTexture
*iface
);
1787 BOOL
basetexture_get_dirty(IWineD3DBaseTexture
*iface
);
1788 DWORD
basetexture_get_level_count(IWineD3DBaseTexture
*iface
);
1789 DWORD
basetexture_get_lod(IWineD3DBaseTexture
*iface
);
1790 HRESULT
basetexture_init(IWineD3DBaseTextureImpl
*texture
, UINT levels
, WINED3DRESOURCETYPE resource_type
,
1791 IWineD3DDeviceImpl
*device
, UINT size
, DWORD usage
, const struct GlPixelFormatDesc
*format_desc
,
1792 WINED3DPOOL pool
, IUnknown
*parent
);
1793 HRESULT
basetexture_set_autogen_filter_type(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE filter_type
);
1794 BOOL
basetexture_set_dirty(IWineD3DBaseTexture
*iface
, BOOL dirty
);
1795 DWORD
basetexture_set_lod(IWineD3DBaseTexture
*iface
, DWORD new_lod
);
1796 void basetexture_unload(IWineD3DBaseTexture
*iface
);
1797 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture
*iface
, BOOL srgb
) {
1798 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
1799 This
->baseTexture
.is_srgb
= srgb
;
1802 /*****************************************************************************
1803 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1805 typedef struct IWineD3DTextureImpl
1807 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1808 const IWineD3DTextureVtbl
*lpVtbl
;
1809 IWineD3DResourceClass resource
;
1810 IWineD3DBaseTextureClass baseTexture
;
1812 /* IWineD3DTexture */
1813 IWineD3DSurface
*surfaces
[MAX_MIP_LEVELS
];
1817 } IWineD3DTextureImpl
;
1819 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1821 HRESULT
texture_init(IWineD3DTextureImpl
*texture
, UINT width
, UINT height
, UINT levels
,
1822 IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
, IUnknown
*parent
);
1824 /*****************************************************************************
1825 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1827 typedef struct IWineD3DCubeTextureImpl
1829 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1830 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1831 IWineD3DResourceClass resource
;
1832 IWineD3DBaseTextureClass baseTexture
;
1834 /* IWineD3DCubeTexture */
1835 IWineD3DSurface
*surfaces
[6][MAX_MIP_LEVELS
];
1836 } IWineD3DCubeTextureImpl
;
1838 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1840 HRESULT
cubetexture_init(IWineD3DCubeTextureImpl
*texture
, UINT edge_length
, UINT levels
,
1841 IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
, IUnknown
*parent
);
1843 typedef struct _WINED3DVOLUMET_DESC
1848 } WINED3DVOLUMET_DESC
;
1850 /*****************************************************************************
1851 * IWineD3DVolume implementation structure (extends IUnknown)
1853 typedef struct IWineD3DVolumeImpl
1855 /* IUnknown & WineD3DResource fields */
1856 const IWineD3DVolumeVtbl
*lpVtbl
;
1857 IWineD3DResourceClass resource
;
1859 /* WineD3DVolume Information */
1860 WINED3DVOLUMET_DESC currentDesc
;
1861 IWineD3DBase
*container
;
1864 WINED3DBOX lockedBox
;
1865 WINED3DBOX dirtyBox
;
1867 } IWineD3DVolumeImpl
;
1869 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1871 void volume_add_dirty_box(IWineD3DVolume
*iface
, const WINED3DBOX
*dirty_box
);
1873 /*****************************************************************************
1874 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1876 typedef struct IWineD3DVolumeTextureImpl
1878 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1879 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1880 IWineD3DResourceClass resource
;
1881 IWineD3DBaseTextureClass baseTexture
;
1883 /* IWineD3DVolumeTexture */
1884 IWineD3DVolume
*volumes
[MAX_MIP_LEVELS
];
1885 } IWineD3DVolumeTextureImpl
;
1887 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1889 HRESULT
volumetexture_init(IWineD3DVolumeTextureImpl
*texture
, UINT width
, UINT height
, UINT depth
, UINT levels
,
1890 IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
, IUnknown
*parent
);
1892 typedef struct _WINED3DSURFACET_DESC
1894 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1895 DWORD MultiSampleQuality
;
1898 } WINED3DSURFACET_DESC
;
1900 /*****************************************************************************
1901 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1903 typedef struct wineD3DSurface_DIB
{
1909 } wineD3DSurface_DIB
;
1916 } renderbuffer_entry_t
;
1921 IWineD3DSurface
**render_targets
;
1922 IWineD3DSurface
*depth_stencil
;
1927 /*****************************************************************************
1928 * IWineD3DClipp implementation structure
1930 typedef struct IWineD3DClipperImpl
1932 const IWineD3DClipperVtbl
*lpVtbl
;
1937 } IWineD3DClipperImpl
;
1940 /*****************************************************************************
1941 * IWineD3DSurface implementation structure
1943 struct IWineD3DSurfaceImpl
1945 /* IUnknown & IWineD3DResource Information */
1946 const IWineD3DSurfaceVtbl
*lpVtbl
;
1947 IWineD3DResourceClass resource
;
1949 /* IWineD3DSurface fields */
1950 IWineD3DBase
*container
;
1951 WINED3DSURFACET_DESC currentDesc
;
1952 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1953 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1955 /* TODO: move this off into a management class(maybe!) */
1961 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1962 void (*get_drawable_size
)(struct wined3d_context
*context
, UINT
*width
, UINT
*height
);
1964 /* Oversized texture */
1969 GLuint texture_name
;
1970 GLuint texture_name_srgb
;
1971 GLint texture_level
;
1972 GLenum texture_target
;
1977 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1980 wineD3DSurface_DIB dib
;
1983 /* Color keys for DDraw */
1984 WINEDDCOLORKEY DestBltCKey
;
1985 WINEDDCOLORKEY DestOverlayCKey
;
1986 WINEDDCOLORKEY SrcOverlayCKey
;
1987 WINEDDCOLORKEY SrcBltCKey
;
1990 WINEDDCOLORKEY glCKey
;
1992 struct list renderbuffers
;
1993 renderbuffer_entry_t
*current_renderbuffer
;
1995 /* DirectDraw clippers */
1996 IWineD3DClipper
*clipper
;
1998 /* DirectDraw Overlay handling */
1999 RECT overlay_srcrect
;
2000 RECT overlay_destrect
;
2001 IWineD3DSurfaceImpl
*overlay_dest
;
2002 struct list overlays
;
2003 struct list overlay_entry
;
2006 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
2007 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
2009 UINT
surface_calculate_size(const struct GlPixelFormatDesc
*format_desc
, UINT alignment
, UINT width
, UINT height
);
2010 void surface_gdi_cleanup(IWineD3DSurfaceImpl
*This
);
2011 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
2012 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
2013 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
,
2014 WINED3DPOOL pool
, IUnknown
*parent
);
2016 /* Predeclare the shared Surface functions */
2017 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
2018 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
2019 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
2020 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
2021 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
2022 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
2023 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
2024 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
2025 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
2026 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
2027 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
2028 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
2029 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
2030 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
2031 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
2032 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
2033 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
2034 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
2035 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, const WINEDDCOLORKEY
*CKey
);
2036 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
2037 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
2038 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
2039 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
2040 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
2041 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
2042 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, const RECT
*SrcRect
,
2043 IWineD3DSurface
*DstSurface
, const RECT
*DstRect
, DWORD Flags
, const WINEDDOVERLAYFX
*FX
);
2044 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
2045 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
2046 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
2047 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
2048 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
, IWineD3DSurface
*SrcSurface
,
2049 const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
2050 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
2051 IWineD3DSurface
*Source
, const RECT
*rsrc
, DWORD trans
);
2052 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
2053 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
);
2054 const void *WINAPI
IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface
*iface
);
2056 void get_drawable_size_swapchain(struct wined3d_context
*context
, UINT
*width
, UINT
*height
);
2057 void get_drawable_size_backbuffer(struct wined3d_context
*context
, UINT
*width
, UINT
*height
);
2058 void get_drawable_size_pbuffer(struct wined3d_context
*context
, UINT
*width
, UINT
*height
);
2059 void get_drawable_size_fbo(struct wined3d_context
*context
, UINT
*width
, UINT
*height
);
2061 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
);
2063 /* Surface flags: */
2064 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2065 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2066 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2067 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2068 #define SFLAG_DISCARD 0x00000010 /* ??? */
2069 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2070 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2071 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2072 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2073 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2074 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2075 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2076 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2077 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2078 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2079 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2080 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2081 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2082 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2083 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2084 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2085 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2086 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2087 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2088 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2090 /* In some conditions the surface memory must not be freed:
2091 * SFLAG_OVERSIZE: Not all data can be kept in GL
2092 * SFLAG_CONVERTED: Converting the data back would take too long
2093 * SFLAG_DIBSECTION: The dib code manages the memory
2094 * SFLAG_LOCKED: The app requires access to the surface data
2095 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2096 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2097 * SFLAG_CLIENT: OpenGL uses our memory as backup
2099 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2101 SFLAG_DIBSECTION | \
2108 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2110 SFLAG_INDRAWABLE | \
2113 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2115 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2117 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
2122 CONVERT_PALETTED_CK
,
2126 CONVERT_CK_4444_ARGB
,
2131 CONVERT_CK_8888_ARGB
,
2147 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
);
2149 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
2151 /*****************************************************************************
2152 * IWineD3DVertexDeclaration implementation structure
2154 #define MAX_ATTRIBS 16
2156 struct wined3d_vertex_declaration_element
2158 const struct GlPixelFormatDesc
*format_desc
;
2168 typedef struct IWineD3DVertexDeclarationImpl
{
2169 /* IUnknown Information */
2170 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
2174 IWineD3DDeviceImpl
*wineD3DDevice
;
2176 struct wined3d_vertex_declaration_element
*elements
;
2179 DWORD streams
[MAX_STREAMS
];
2181 BOOL position_transformed
;
2182 BOOL half_float_conv_needed
;
2183 } IWineD3DVertexDeclarationImpl
;
2185 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
2187 HRESULT
vertexdeclaration_init(IWineD3DVertexDeclarationImpl
*This
,
2188 const WINED3DVERTEXELEMENT
*elements
, UINT element_count
);
2190 /*****************************************************************************
2191 * IWineD3DStateBlock implementation structure
2194 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2195 /* Note: Very long winded but gl Lists are not flexible enough */
2196 /* to resolve everything we need, so doing it manually for now */
2197 typedef struct SAVEDSTATES
{
2198 DWORD transform
[(HIGHEST_TRANSFORMSTATE
>> 5) + 1];
2199 WORD streamSource
; /* MAX_STREAMS, 16 */
2200 WORD streamFreq
; /* MAX_STREAMS, 16 */
2201 DWORD renderState
[(WINEHIGHEST_RENDER_STATE
>> 5) + 1];
2202 DWORD textureState
[MAX_TEXTURES
]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2203 WORD samplerState
[MAX_COMBINED_SAMPLERS
]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2204 DWORD textures
; /* MAX_COMBINED_SAMPLERS, 20 */
2205 DWORD clipplane
; /* WINED3DMAXUSERCLIPPLANES, 32 */
2206 WORD pixelShaderConstantsB
; /* MAX_CONST_B, 16 */
2207 WORD pixelShaderConstantsI
; /* MAX_CONST_I, 16 */
2208 BOOL
*pixelShaderConstantsF
;
2209 WORD vertexShaderConstantsB
; /* MAX_CONST_B, 16 */
2210 WORD vertexShaderConstantsI
; /* MAX_CONST_I, 16 */
2211 BOOL
*vertexShaderConstantsF
;
2212 WORD primitive_type
: 1;
2216 WORD vertexDecl
: 1;
2217 WORD pixelShader
: 1;
2218 WORD vertexShader
: 1;
2219 WORD scissorRect
: 1;
2228 struct IWineD3DStateBlockImpl
2230 /* IUnknown fields */
2231 const IWineD3DStateBlockVtbl
*lpVtbl
;
2232 LONG ref
; /* Note: Ref counting not required */
2234 /* IWineD3DStateBlock information */
2236 IWineD3DDeviceImpl
*wineD3DDevice
;
2237 WINED3DSTATEBLOCKTYPE blockType
;
2239 /* Array indicating whether things have been set or changed */
2240 SAVEDSTATES changed
;
2242 /* Vertex Shader Declaration */
2243 IWineD3DVertexDeclaration
*vertexDecl
;
2245 IWineD3DVertexShader
*vertexShader
;
2247 /* Vertex Shader Constants */
2248 BOOL vertexShaderConstantB
[MAX_CONST_B
];
2249 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
2250 float *vertexShaderConstantF
;
2252 /* primitive type */
2253 GLenum gl_primitive_type
;
2257 UINT streamStride
[MAX_STREAMS
];
2258 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
2259 IWineD3DBuffer
*streamSource
[MAX_STREAMS
];
2260 UINT streamFreq
[MAX_STREAMS
+ 1];
2261 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2264 IWineD3DBuffer
* pIndexData
;
2265 WINED3DFORMAT IndexFmt
;
2266 INT baseVertexIndex
;
2267 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2270 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
2272 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2273 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2274 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2275 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
2276 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
2279 double clipplane
[MAX_CLIPPLANES
][4];
2280 WINED3DCLIPSTATUS clip_status
;
2283 WINED3DVIEWPORT viewport
;
2286 WINED3DMATERIAL material
;
2289 IWineD3DPixelShader
*pixelShader
;
2291 /* Pixel Shader Constants */
2292 BOOL pixelShaderConstantB
[MAX_CONST_B
];
2293 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
2294 float *pixelShaderConstantF
;
2297 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
2300 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
2302 /* Texture State Stage */
2303 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
2304 DWORD lowest_disabled_stage
;
2305 /* Sampler States */
2306 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
2308 /* Scissor test rectangle */
2311 /* Contained state management */
2312 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
2313 unsigned int num_contained_render_states
;
2314 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
2315 unsigned int num_contained_transform_states
;
2316 DWORD contained_vs_consts_i
[MAX_CONST_I
];
2317 unsigned int num_contained_vs_consts_i
;
2318 DWORD contained_vs_consts_b
[MAX_CONST_B
];
2319 unsigned int num_contained_vs_consts_b
;
2320 DWORD
*contained_vs_consts_f
;
2321 unsigned int num_contained_vs_consts_f
;
2322 DWORD contained_ps_consts_i
[MAX_CONST_I
];
2323 unsigned int num_contained_ps_consts_i
;
2324 DWORD contained_ps_consts_b
[MAX_CONST_B
];
2325 unsigned int num_contained_ps_consts_b
;
2326 DWORD
*contained_ps_consts_f
;
2327 unsigned int num_contained_ps_consts_f
;
2328 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1)];
2329 unsigned int num_contained_tss_states
;
2330 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
2331 unsigned int num_contained_sampler_states
;
2334 extern void stateblock_savedstates_set(
2335 IWineD3DStateBlock
* iface
,
2336 SAVEDSTATES
* states
,
2339 extern void stateblock_copy(
2340 IWineD3DStateBlock
* destination
,
2341 IWineD3DStateBlock
* source
);
2343 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
2345 /* Direct3D terminology with little modifications. We do not have an issued state
2346 * because only the driver knows about it, but we have a created state because d3d
2347 * allows GetData on a created issue, but opengl doesn't
2354 /*****************************************************************************
2355 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2357 typedef struct IWineD3DQueryImpl
2359 const IWineD3DQueryVtbl
*lpVtbl
;
2360 LONG ref
; /* Note: Ref counting not required */
2363 /*TODO: replace with iface usage */
2365 IWineD3DDevice
*wineD3DDevice
;
2367 IWineD3DDeviceImpl
*wineD3DDevice
;
2370 /* IWineD3DQuery fields */
2371 enum query_state state
;
2372 WINED3DQUERYTYPE type
;
2373 /* TODO: Think about using a IUnknown instead of a void* */
2377 } IWineD3DQueryImpl
;
2379 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
2380 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
2381 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
2383 /* IWineD3DBuffer */
2385 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2386 * fixed function semantics as D3DCOLOR or FLOAT16 */
2387 enum wined3d_buffer_conversion_type
2392 CONV_FLOAT16_2
, /* Also handles FLOAT16_4 */
2395 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2396 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2397 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2398 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2399 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2401 struct wined3d_buffer
2403 const struct IWineD3DBufferVtbl
*vtbl
;
2404 IWineD3DResourceClass resource
;
2406 struct wined3d_buffer_desc desc
;
2408 GLuint buffer_object
;
2409 GLenum buffer_object_usage
;
2410 GLenum buffer_type_hint
;
2411 UINT buffer_object_size
;
2419 /* conversion stuff */
2420 UINT conversion_count
;
2422 UINT stride
; /* 0 if no conversion */
2423 UINT conversion_stride
; /* 0 if no shifted conversion */
2424 enum wined3d_buffer_conversion_type
*conversion_map
; /* NULL if no conversion */
2425 /* Extra load offsets, for FLOAT16 conversion */
2426 UINT
*conversion_shift
; /* NULL if no shifted conversion */
2429 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl
;
2430 const BYTE
*buffer_get_memory(IWineD3DBuffer
*iface
, UINT offset
, GLuint
*buffer_object
);
2431 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
);
2433 /* IWineD3DRendertargetView */
2434 struct wined3d_rendertarget_view
2436 const struct IWineD3DRendertargetViewVtbl
*vtbl
;
2439 IWineD3DResource
*resource
;
2443 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl
;
2445 /*****************************************************************************
2446 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2449 typedef struct IWineD3DSwapChainImpl
2452 const IWineD3DSwapChainVtbl
*lpVtbl
;
2453 LONG ref
; /* Note: Ref counting not required */
2456 IWineD3DDeviceImpl
*wineD3DDevice
;
2458 /* IWineD3DSwapChain fields */
2459 IWineD3DSurface
**backBuffer
;
2460 IWineD3DSurface
*frontBuffer
;
2461 WINED3DPRESENT_PARAMETERS presentParms
;
2462 DWORD orig_width
, orig_height
;
2463 WINED3DFORMAT orig_fmt
;
2464 WINED3DGAMMARAMP orig_gamma
;
2466 long prev_time
, frames
; /* Performance tracking */
2467 unsigned int vSyncCounter
;
2469 struct wined3d_context
**context
;
2470 unsigned int num_contexts
;
2473 } IWineD3DSwapChainImpl
;
2475 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
2476 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl
;
2477 void x11_copy_to_screen(IWineD3DSwapChainImpl
*This
, const RECT
*rc
);
2479 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain
*iface
, REFIID riid
, LPVOID
*ppobj
);
2480 ULONG WINAPI
IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain
*iface
);
2481 ULONG WINAPI
IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain
*iface
);
2482 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain
*iface
, IUnknown
** ppParent
);
2483 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain
*iface
, IWineD3DSurface
*pDestSurface
);
2484 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain
*iface
, UINT iBackBuffer
, WINED3DBACKBUFFER_TYPE Type
, IWineD3DSurface
**ppBackBuffer
);
2485 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain
*iface
, WINED3DRASTER_STATUS
*pRasterStatus
);
2486 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain
*iface
, WINED3DDISPLAYMODE
*pMode
);
2487 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain
*iface
, IWineD3DDevice
**ppDevice
);
2488 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain
*iface
, WINED3DPRESENT_PARAMETERS
*pPresentationParameters
);
2489 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain
*iface
, DWORD Flags
, CONST WINED3DGAMMARAMP
*pRamp
);
2490 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain
*iface
, WINED3DGAMMARAMP
*pRamp
);
2492 struct wined3d_context
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
2494 /*****************************************************************************
2495 * Utility function prototypes
2498 /* Trace routines */
2499 const char* debug_d3dformat(WINED3DFORMAT fmt
);
2500 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
2501 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
2502 const char* debug_d3dusage(DWORD usage
);
2503 const char* debug_d3dusagequery(DWORD usagequery
);
2504 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
2505 const char* debug_d3ddeclusage(BYTE usage
);
2506 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
2507 const char* debug_d3drenderstate(DWORD state
);
2508 const char* debug_d3dsamplerstate(DWORD state
);
2509 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
2510 const char* debug_d3dtexturestate(DWORD state
);
2511 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
2512 const char* debug_d3dpool(WINED3DPOOL pool
);
2513 const char *debug_fbostatus(GLenum status
);
2514 const char *debug_glerror(GLenum error
);
2515 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
2516 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
2517 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop
);
2518 void dump_color_fixup_desc(struct color_fixup_desc fixup
);
2519 const char *debug_surflocation(DWORD flag
);
2521 /* Routines for GL <-> D3D values */
2522 GLenum
StencilOp(DWORD op
);
2523 GLenum
CompareFunc(DWORD func
);
2524 BOOL
is_invalid_op(IWineD3DDeviceImpl
*This
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
2525 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
);
2526 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
, BOOL ffp_can_disable_proj
);
2527 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2528 void sampler_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2529 void tex_alphaop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2530 void apply_pixelshader(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2531 void state_fogcolor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2532 void state_fogdensity(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2533 void state_fogstartend(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2534 void state_fog_fragpart(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
);
2536 void surface_add_dirty_rect(IWineD3DSurface
*iface
, const RECT
*dirty_rect
);
2537 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
2538 void surface_load_ds_location(IWineD3DSurface
*iface
, struct wined3d_context
*context
, DWORD location
);
2539 void surface_modify_ds_location(IWineD3DSurface
*iface
, DWORD location
);
2540 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
2541 void surface_set_texture_name(IWineD3DSurface
*iface
, GLuint name
, BOOL srgb_name
);
2542 void surface_set_texture_target(IWineD3DSurface
*iface
, GLenum target
);
2544 BOOL
getColorBits(const struct GlPixelFormatDesc
*format_desc
,
2545 short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
2546 BOOL
getDepthStencilBits(const struct GlPixelFormatDesc
*format_desc
, short *depthSize
, short *stencilSize
);
2549 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
2550 UINT
wined3d_log2i(UINT32 x
);
2551 unsigned int count_bits(unsigned int mask
);
2553 typedef struct local_constant
{
2559 typedef struct SHADER_LIMITS
{
2560 unsigned int temporary
;
2561 unsigned int texcoord
;
2562 unsigned int sampler
;
2563 unsigned int constant_int
;
2564 unsigned int constant_float
;
2565 unsigned int constant_bool
;
2566 unsigned int address
;
2567 unsigned int packed_output
;
2568 unsigned int packed_input
;
2569 unsigned int attributes
;
2573 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2574 maintain state information between multiple codes */
2575 typedef struct SHADER_PARSE_STATE
{
2576 unsigned int current_row
;
2577 DWORD texcoord_w
[2];
2578 } SHADER_PARSE_STATE
;
2581 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2583 #define PRINTF_ATTR(fmt,args)
2586 /* Base Shader utility functions. */
2587 int shader_addline(struct wined3d_shader_buffer
*buffer
, const char *fmt
, ...) PRINTF_ATTR(2,3);
2588 int shader_vaddline(struct wined3d_shader_buffer
*buffer
, const char *fmt
, va_list args
);
2590 /* Vertex shader utility functions */
2591 extern BOOL
vshader_get_input(
2592 IWineD3DVertexShader
* iface
,
2593 BYTE usage_req
, BYTE usage_idx_req
,
2594 unsigned int* regnum
);
2596 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
2598 /*****************************************************************************
2599 * IDirect3DBaseShader implementation structure
2601 typedef struct IWineD3DBaseShaderClass
2604 SHADER_LIMITS limits
;
2605 SHADER_PARSE_STATE parse_state
;
2607 UINT functionLength
;
2608 UINT cur_loop_depth
, cur_loop_regno
;
2609 BOOL load_local_constsF
;
2610 const struct wined3d_shader_frontend
*frontend
;
2611 void *frontend_data
;
2613 /* Programs this shader is linked with */
2614 struct list linked_programs
;
2616 /* Immediate constants (override global ones) */
2617 struct list constantsB
;
2618 struct list constantsF
;
2619 struct list constantsI
;
2620 shader_reg_maps reg_maps
;
2622 /* Pointer to the parent device */
2623 IWineD3DDevice
*device
;
2624 struct list shader_list_entry
;
2626 } IWineD3DBaseShaderClass
;
2628 typedef struct IWineD3DBaseShaderImpl
{
2630 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2632 /* IWineD3DBaseShader */
2633 IWineD3DBaseShaderClass baseShader
;
2634 } IWineD3DBaseShaderImpl
;
2636 void shader_buffer_clear(struct wined3d_shader_buffer
*buffer
);
2637 BOOL
shader_buffer_init(struct wined3d_shader_buffer
*buffer
);
2638 void shader_buffer_free(struct wined3d_shader_buffer
*buffer
);
2639 void shader_cleanup(IWineD3DBaseShader
*iface
);
2640 void shader_dump_src_param(const struct wined3d_shader_src_param
*param
,
2641 const struct wined3d_shader_version
*shader_version
);
2642 void shader_dump_dst_param(const struct wined3d_shader_dst_param
*param
,
2643 const struct wined3d_shader_version
*shader_version
);
2644 void shader_generate_main(IWineD3DBaseShader
*iface
, struct wined3d_shader_buffer
*buffer
,
2645 const shader_reg_maps
*reg_maps
, const DWORD
*pFunction
, void *backend_ctx
);
2646 HRESULT
shader_get_registers_used(IWineD3DBaseShader
*iface
, const struct wined3d_shader_frontend
*fe
,
2647 struct shader_reg_maps
*reg_maps
, struct wined3d_shader_attribute
*attributes
,
2648 struct wined3d_shader_signature_element
*input_signature
,
2649 struct wined3d_shader_signature_element
*output_signature
, const DWORD
*byte_code
, DWORD constf_size
);
2650 void shader_init(struct IWineD3DBaseShaderClass
*shader
, IWineD3DDevice
*device
);
2651 BOOL
shader_match_semantic(const char *semantic_name
, WINED3DDECLUSAGE usage
);
2652 const struct wined3d_shader_frontend
*shader_select_frontend(DWORD version_token
);
2653 void shader_trace_init(const struct wined3d_shader_frontend
*fe
, void *fe_data
, const DWORD
*pFunction
);
2655 static inline BOOL
shader_is_pshader_version(enum wined3d_shader_type type
)
2657 return type
== WINED3D_SHADER_TYPE_PIXEL
;
2660 static inline BOOL
shader_is_vshader_version(enum wined3d_shader_type type
)
2662 return type
== WINED3D_SHADER_TYPE_VERTEX
;
2665 static inline BOOL
shader_is_scalar(const struct wined3d_shader_register
*reg
)
2669 case WINED3DSPR_RASTOUT
:
2671 if (reg
->idx
!= 0) return TRUE
;
2675 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2676 case WINED3DSPR_CONSTBOOL
: /* b# */
2677 case WINED3DSPR_LOOP
: /* aL */
2678 case WINED3DSPR_PREDICATE
: /* p0 */
2681 case WINED3DSPR_MISCTYPE
:
2692 case WINED3DSPR_IMMCONST
:
2693 switch(reg
->immconst_type
)
2695 case WINED3D_IMMCONST_FLOAT
:
2706 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2707 local_constant
* lconst
;
2709 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2710 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2711 if(lconst
->idx
== reg
) return TRUE
;
2717 /*****************************************************************************
2718 * IDirect3DVertexShader implementation structures
2720 typedef struct IWineD3DVertexShaderImpl
{
2722 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2724 /* IWineD3DBaseShader */
2725 IWineD3DBaseShaderClass baseShader
;
2727 /* IWineD3DVertexShaderImpl */
2735 /* Vertex shader input and output semantics */
2736 struct wined3d_shader_attribute attributes
[MAX_ATTRIBS
];
2737 struct wined3d_shader_signature_element output_signature
[MAX_REG_OUTPUT
];
2739 UINT min_rel_offset
, max_rel_offset
;
2742 UINT recompile_count
;
2743 } IWineD3DVertexShaderImpl
;
2744 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2746 void find_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
, struct vs_compile_args
*args
);
2748 /*****************************************************************************
2749 * IDirect3DPixelShader implementation structure
2752 /* Using additional shader constants (uniforms in GLSL / program environment
2753 * or local parameters in ARB) is costly:
2754 * ARB only knows float4 parameters and GLSL compiler are not really smart
2755 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2756 * (in fact most compilers map a float2 to a full float4 uniform).
2758 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2759 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2760 * into a single shader constant (uniform / program parameter).
2762 * This structure is shared between the GLSL and the ARB backend.*/
2763 struct ps_np2fixup_info
{
2764 unsigned char idx
[MAX_FRAGMENT_SAMPLERS
]; /* indices to the real constant */
2765 WORD active
; /* bitfield indicating if we can apply the fixup */
2769 typedef struct IWineD3DPixelShaderImpl
{
2770 /* IUnknown parts */
2771 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2773 /* IWineD3DBaseShader */
2774 IWineD3DBaseShaderClass baseShader
;
2776 /* IWineD3DPixelShaderImpl */
2779 /* Pixel shader input semantics */
2780 struct wined3d_shader_signature_element input_signature
[MAX_REG_INPUT
];
2781 DWORD input_reg_map
[MAX_REG_INPUT
];
2782 BOOL input_reg_used
[MAX_REG_INPUT
];
2783 unsigned int declared_in_count
;
2788 /* Some information about the shader behavior */
2794 } IWineD3DPixelShaderImpl
;
2796 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2797 void pixelshader_update_samplers(struct shader_reg_maps
*reg_maps
, IWineD3DBaseTexture
* const *textures
);
2798 void find_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
, struct ps_compile_args
*args
);
2800 /* sRGB correction constants */
2801 static const float srgb_cmp
= 0.0031308f
;
2802 static const float srgb_mul_low
= 12.92f
;
2803 static const float srgb_pow
= 0.41666f
;
2804 static const float srgb_mul_high
= 1.055f
;
2805 static const float srgb_sub_high
= 0.055f
;
2807 /*****************************************************************************
2808 * IWineD3DPalette implementation structure
2810 struct IWineD3DPaletteImpl
{
2811 /* IUnknown parts */
2812 const IWineD3DPaletteVtbl
*lpVtbl
;
2816 IWineD3DDeviceImpl
*wineD3DDevice
;
2818 /* IWineD3DPalette */
2820 WORD palVersion
; /*| */
2821 WORD palNumEntries
; /*| LOGPALETTE */
2822 PALETTEENTRY palents
[256]; /*| */
2823 /* This is to store the palette in 'screen format' */
2824 int screen_palents
[256];
2828 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2829 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2831 /* DirectDraw utility functions */
2832 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2834 /*****************************************************************************
2835 * Pixel format management
2838 /* WineD3D pixel format flags */
2839 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2840 #define WINED3DFMT_FLAG_FILTERING 0x2
2841 #define WINED3DFMT_FLAG_DEPTH 0x4
2842 #define WINED3DFMT_FLAG_STENCIL 0x8
2843 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2844 #define WINED3DFMT_FLAG_FOURCC 0x20
2845 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2846 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2848 struct GlPixelFormatDesc
2850 WINED3DFORMAT format
;
2861 UINT block_byte_count
;
2863 enum wined3d_ffp_emit_idx emit_idx
;
2864 GLint component_count
;
2866 GLint gl_vtx_format
;
2867 GLboolean gl_normalized
;
2868 unsigned int component_size
;
2871 GLint glGammaInternal
;
2877 struct color_fixup_desc color_fixup
;
2880 const struct GlPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
, const struct wined3d_gl_info
*gl_info
);
2882 static inline BOOL
use_vs(IWineD3DStateBlockImpl
*stateblock
)
2884 return (stateblock
->vertexShader
2885 && !stateblock
->wineD3DDevice
->strided_streams
.position_transformed
2886 && stateblock
->wineD3DDevice
->vs_selected_mode
!= SHADER_NONE
);
2889 static inline BOOL
use_ps(IWineD3DStateBlockImpl
*stateblock
)
2891 return (stateblock
->pixelShader
2892 && stateblock
->wineD3DDevice
->ps_selected_mode
!= SHADER_NONE
);
2895 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2896 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);
2898 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2899 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"