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
51 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 /* Texture format fixups */
55 enum fixup_channel_source
57 CHANNEL_SOURCE_ZERO = 0,
58 CHANNEL_SOURCE_ONE = 1,
63 CHANNEL_SOURCE_YUV0 = 6,
64 CHANNEL_SOURCE_YUV1 = 7,
75 struct color_fixup_desc
77 unsigned x_sign_fixup : 1;
78 unsigned x_source : 3;
79 unsigned y_sign_fixup : 1;
80 unsigned y_source : 3;
81 unsigned z_sign_fixup : 1;
82 unsigned z_source : 3;
83 unsigned w_sign_fixup : 1;
84 unsigned w_source : 3;
88 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
89 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
91 static inline struct color_fixup_desc create_color_fixup_desc(
92 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
93 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
95 struct color_fixup_desc fixup =
105 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
107 struct color_fixup_desc fixup =
109 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
117 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
119 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
122 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
124 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
127 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
129 enum yuv_fixup yuv_fixup = 0;
130 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
131 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
132 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
133 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
137 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
138 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
139 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
142 #define MAX_PALETTES 65536
143 #define MAX_STREAMS 16
144 #define MAX_TEXTURES 8
145 #define MAX_FRAGMENT_SAMPLERS 16
146 #define MAX_VERTEX_SAMPLERS 4
147 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
148 #define MAX_ACTIVE_LIGHTS 8
149 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
151 typedef enum _WINELOOKUP {
152 WINELOOKUP_WARPPARAM = 0,
156 extern const int minLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
157 extern const int maxLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
158 extern DWORD *stateLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
162 GLenum mip[WINED3DTEXF_LINEAR + 1];
165 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
167 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
168 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
169 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
171 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
173 return mag_lookup[mag_filter];
176 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
177 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
179 return min_mip_lookup[min_filter].mip[mip_filter];
182 /* float_16_to_32() and float_32_to_16() (see implementation in
183 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
184 * to standard C floats and vice versa. They do not depend on the encoding
185 * of the C float, so they are platform independent, but slow. On x86 and
186 * other IEEE 754 compliant platforms the conversion can be accelerated by
187 * bit shifting the exponent and mantissa. There are also some SSE-based
188 * assembly routines out there.
190 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
192 static inline float float_16_to_32(const unsigned short *in) {
193 const unsigned short s = ((*in) & 0x8000);
194 const unsigned short e = ((*in) & 0x7C00) >> 10;
195 const unsigned short m = (*in) & 0x3FF;
196 const float sgn = (s ? -1.0f : 1.0f);
199 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
200 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
202 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
204 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
205 else return 0.0f / 0.0f; /* NAN */
209 static inline float float_24_to_32(DWORD in)
211 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
212 const unsigned short e = (in & 0x780000) >> 19;
213 const unsigned short m = in & 0x7ffff;
217 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
218 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
222 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
226 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
227 else return 0.0f / 0.0f; /* NAN */
247 #define ORM_BACKBUFFER 0
248 #define ORM_PBUFFER 1
252 #define SHADER_GLSL 2
254 #define SHADER_NONE 4
256 #define RTL_DISABLE -1
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
260 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
261 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
263 /* NOTE: When adding fields to this structure, make sure to update the default
264 * values in wined3d_main.c as well. */
265 typedef struct wined3d_settings_s {
266 /* vertex and pixel shader modes */
269 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
270 we should use it. However, until it's fully implemented, we'll leave it as a registry
271 setting for developers. */
273 int offscreen_rendering_mode;
274 int rendertargetlock_mode;
275 unsigned short pci_vendor_id;
276 unsigned short pci_device_id;
277 /* Memory tracking and object counting */
278 unsigned int emulated_textureram;
280 int allow_multisampling;
281 } wined3d_settings_t;
283 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
285 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
287 WINED3DSTT_UNKNOWN = 0,
291 WINED3DSTT_VOLUME = 4,
292 } WINED3DSAMPLER_TEXTURE_TYPE;
294 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
297 WINED3DSPR_INPUT = 1,
298 WINED3DSPR_CONST = 2,
300 WINED3DSPR_TEXTURE = 3,
301 WINED3DSPR_RASTOUT = 4,
302 WINED3DSPR_ATTROUT = 5,
303 WINED3DSPR_TEXCRDOUT = 6,
304 WINED3DSPR_OUTPUT = 6,
305 WINED3DSPR_CONSTINT = 7,
306 WINED3DSPR_COLOROUT = 8,
307 WINED3DSPR_DEPTHOUT = 9,
308 WINED3DSPR_SAMPLER = 10,
309 WINED3DSPR_CONST2 = 11,
310 WINED3DSPR_CONST3 = 12,
311 WINED3DSPR_CONST4 = 13,
312 WINED3DSPR_CONSTBOOL = 14,
313 WINED3DSPR_LOOP = 15,
314 WINED3DSPR_TEMPFLOAT16 = 16,
315 WINED3DSPR_MISCTYPE = 17,
316 WINED3DSPR_LABEL = 18,
317 WINED3DSPR_PREDICATE = 19,
319 WINED3DSPR_CONSTBUFFER,
320 } WINED3DSHADER_PARAM_REGISTER_TYPE;
322 enum wined3d_immconst_type
324 WINED3D_IMMCONST_FLOAT,
325 WINED3D_IMMCONST_FLOAT4,
328 typedef enum _WINED3DVS_RASTOUT_OFFSETS
330 WINED3DSRO_POSITION = 0,
332 WINED3DSRO_POINT_SIZE = 2,
333 } WINED3DVS_RASTOUT_OFFSETS;
335 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
337 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
339 WINED3DSPSM_NONE = 0,
341 WINED3DSPSM_BIAS = 2,
342 WINED3DSPSM_BIASNEG = 3,
343 WINED3DSPSM_SIGN = 4,
344 WINED3DSPSM_SIGNNEG = 5,
345 WINED3DSPSM_COMP = 6,
347 WINED3DSPSM_X2NEG = 8,
350 WINED3DSPSM_ABS = 11,
351 WINED3DSPSM_ABSNEG = 12,
352 WINED3DSPSM_NOT = 13,
353 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
355 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
356 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
357 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
358 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
359 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
361 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
363 WINED3DSPDM_NONE = 0,
364 WINED3DSPDM_SATURATE = 1,
365 WINED3DSPDM_PARTIALPRECISION = 2,
366 WINED3DSPDM_MSAMPCENTROID = 4,
367 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
369 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
391 WINED3DSIO_M4x4 = 20,
392 WINED3DSIO_M4x3 = 21,
393 WINED3DSIO_M3x4 = 22,
394 WINED3DSIO_M3x3 = 23,
395 WINED3DSIO_M3x2 = 24,
396 WINED3DSIO_CALL = 25,
397 WINED3DSIO_CALLNZ = 26,
398 WINED3DSIO_LOOP = 27,
400 WINED3DSIO_ENDLOOP = 29,
401 WINED3DSIO_LABEL = 30,
408 WINED3DSIO_SINCOS = 37,
410 WINED3DSIO_ENDREP = 39,
413 WINED3DSIO_ELSE = 42,
414 WINED3DSIO_ENDIF = 43,
415 WINED3DSIO_BREAK = 44,
416 WINED3DSIO_BREAKC = 45,
417 WINED3DSIO_MOVA = 46,
418 WINED3DSIO_DEFB = 47,
419 WINED3DSIO_DEFI = 48,
421 WINED3DSIO_TEXCOORD = 64,
422 WINED3DSIO_TEXKILL = 65,
424 WINED3DSIO_TEXBEM = 67,
425 WINED3DSIO_TEXBEML = 68,
426 WINED3DSIO_TEXREG2AR = 69,
427 WINED3DSIO_TEXREG2GB = 70,
428 WINED3DSIO_TEXM3x2PAD = 71,
429 WINED3DSIO_TEXM3x2TEX = 72,
430 WINED3DSIO_TEXM3x3PAD = 73,
431 WINED3DSIO_TEXM3x3TEX = 74,
432 WINED3DSIO_TEXM3x3DIFF = 75,
433 WINED3DSIO_TEXM3x3SPEC = 76,
434 WINED3DSIO_TEXM3x3VSPEC = 77,
435 WINED3DSIO_EXPP = 78,
436 WINED3DSIO_LOGP = 79,
439 WINED3DSIO_TEXREG2RGB = 82,
440 WINED3DSIO_TEXDP3TEX = 83,
441 WINED3DSIO_TEXM3x2DEPTH = 84,
442 WINED3DSIO_TEXDP3 = 85,
443 WINED3DSIO_TEXM3x3 = 86,
444 WINED3DSIO_TEXDEPTH = 87,
447 WINED3DSIO_DP2ADD = 90,
450 WINED3DSIO_TEXLDD = 93,
451 WINED3DSIO_SETP = 94,
452 WINED3DSIO_TEXLDL = 95,
453 WINED3DSIO_BREAKP = 96,
455 WINED3DSIO_PHASE = 0xfffd,
456 WINED3DSIO_COMMENT = 0xfffe,
457 WINED3DSIO_END = 0Xffff,
458 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
460 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
461 #define WINED3DSI_TEXLD_PROJECT 1
462 #define WINED3DSI_TEXLD_BIAS 2
464 typedef enum COMPARISON_TYPE
474 #define WINED3D_SM1_VS 0xfffe
475 #define WINED3D_SM1_PS 0xffff
476 #define WINED3D_SM4_PS 0x0000
477 #define WINED3D_SM4_VS 0x0001
478 #define WINED3D_SM4_GS 0x0002
480 /* Shader version tokens, and shader end tokens */
481 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
482 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
484 /* Shader backends */
486 /* TODO: Make this dynamic, based on shader limits ? */
487 #define MAX_ATTRIBS 16
488 #define MAX_REG_ADDR 1
489 #define MAX_REG_TEMP 32
490 #define MAX_REG_TEXCRD 8
491 #define MAX_REG_INPUT 12
492 #define MAX_REG_OUTPUT 12
493 #define MAX_CONST_I 16
494 #define MAX_CONST_B 16
496 /* FIXME: This needs to go up to 2048 for
497 * Shader model 3 according to msdn (and for software shaders) */
498 #define MAX_LABELS 16
500 #define SHADER_PGMSIZE 65535
502 struct wined3d_shader_buffer
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
579 WINED3DSIH_TEXDP3TEX,
583 WINED3DSIH_TEXM3x2DEPTH,
584 WINED3DSIH_TEXM3x2PAD,
585 WINED3DSIH_TEXM3x2TEX,
587 WINED3DSIH_TEXM3x3DIFF,
588 WINED3DSIH_TEXM3x3PAD,
589 WINED3DSIH_TEXM3x3SPEC,
590 WINED3DSIH_TEXM3x3TEX,
591 WINED3DSIH_TEXM3x3VSPEC,
592 WINED3DSIH_TEXREG2AR,
593 WINED3DSIH_TEXREG2GB,
594 WINED3DSIH_TEXREG2RGB,
595 WINED3DSIH_TABLE_SIZE
598 enum wined3d_shader_type
600 WINED3D_SHADER_TYPE_PIXEL,
601 WINED3D_SHADER_TYPE_VERTEX,
602 WINED3D_SHADER_TYPE_GEOMETRY,
605 struct wined3d_shader_version
607 enum wined3d_shader_type type;
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
614 typedef struct shader_reg_maps
616 struct wined3d_shader_version shader_version;
617 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
618 BYTE address; /* MAX_REG_ADDR, 1 */
619 WORD labels; /* MAX_LABELS, 16 */
620 DWORD temporary; /* MAX_REG_TEMP, 32 */
621 DWORD *constf; /* pixel, vertex */
622 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
623 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
625 WORD integer_constants; /* MAX_CONST_I, 16 */
626 WORD boolean_constants; /* MAX_CONST_B, 16 */
627 WORD local_int_consts; /* MAX_CONST_I, 16 */
628 WORD local_bool_consts; /* MAX_CONST_B, 16 */
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631 BYTE bumpmat; /* MAX_TEXTURES, 8 */
632 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
641 WORD usesrelconstF : 1;
648 /* Whether or not loops are used in this shader, and nesting depth */
650 unsigned highest_render_target;
654 struct wined3d_shader_context
656 IWineD3DBaseShader *shader;
657 const struct shader_reg_maps *reg_maps;
658 struct wined3d_shader_buffer *buffer;
662 struct wined3d_shader_register
664 WINED3DSHADER_PARAM_REGISTER_TYPE type;
667 const struct wined3d_shader_src_param *rel_addr;
668 enum wined3d_immconst_type immconst_type;
669 DWORD immconst_data[4];
672 struct wined3d_shader_dst_param
674 struct wined3d_shader_register reg;
680 struct wined3d_shader_src_param
682 struct wined3d_shader_register reg;
687 struct wined3d_shader_instruction
689 const struct wined3d_shader_context *ctx;
690 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
695 const struct wined3d_shader_dst_param *dst;
697 const struct wined3d_shader_src_param *src;
700 struct wined3d_shader_semantic
702 WINED3DDECLUSAGE usage;
704 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
705 struct wined3d_shader_dst_param reg;
708 struct wined3d_shader_attribute
710 WINED3DDECLUSAGE usage;
714 struct wined3d_shader_loop_control
721 struct wined3d_shader_frontend
723 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
724 void (*shader_free)(void *data);
725 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
726 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
727 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
728 struct wined3d_shader_src_param *src_rel_addr);
729 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
730 struct wined3d_shader_src_param *dst_rel_addr);
731 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
732 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
733 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
736 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
737 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
739 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
742 DWORD VertexShaderVersion;
743 DWORD MaxVertexShaderConst;
745 DWORD PixelShaderVersion;
746 float PixelShader1xMaxValue;
747 DWORD MaxPixelShaderConst;
749 WINED3DVSHADERCAPS2_0 VS20Caps;
750 WINED3DPSHADERCAPS2_0 PS20Caps;
752 DWORD MaxVShaderInstructionsExecuted;
753 DWORD MaxPShaderInstructionsExecuted;
754 DWORD MaxVertexShader30InstructionSlots;
755 DWORD MaxPixelShader30InstructionSlots;
770 enum vertexprocessing_mode {
776 #define WINED3D_CONST_NUM_UNUSED ~0U
785 /* Stateblock dependent parameters which have to be hardcoded
786 * into the shader code
788 struct ps_compile_args {
789 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
790 enum vertexprocessing_mode vp_mode;
792 /* Projected textures(ps 1.0-1.3) */
793 /* Texture types(2D, Cube, 3D) in ps 1.x */
794 BOOL srgb_correction;
796 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
797 D3D9 has a limit of 16 samplers and the fixup is superfluous
798 in D3D10 (unconditional NP2 support mandatory). */
806 struct vs_compile_args {
808 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
811 struct wined3d_context;
814 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
815 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
816 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
817 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
818 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
819 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
820 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
821 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
822 void (*shader_destroy)(IWineD3DBaseShader *iface);
823 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
824 void (*shader_free_private)(IWineD3DDevice *iface);
825 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
826 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
827 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
828 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
831 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
832 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
833 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
837 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
838 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
840 /* As GLX relies on X, this is needed */
841 extern int num_lock DECLSPEC_HIDDEN;
844 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
845 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
847 #define ENTER_GL() wine_tsx11_lock_ptr()
848 #define LEAVE_GL() wine_tsx11_unlock_ptr()
851 /*****************************************************************************
855 /* GL related defines */
856 /* ------------------ */
857 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
858 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
859 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
860 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
862 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
863 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
864 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
865 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
867 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
868 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
869 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
870 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
872 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
873 (vec)[0] = D3DCOLOR_R(dw); \
874 (vec)[1] = D3DCOLOR_G(dw); \
875 (vec)[2] = D3DCOLOR_B(dw); \
876 (vec)[3] = D3DCOLOR_A(dw); \
879 /* DirectX Device Limits */
880 /* --------------------- */
881 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
882 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
883 See MaxStreams in MSDN under GetDeviceCaps */
884 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
886 /* Checking of API calls */
887 /* --------------------- */
888 #ifndef WINE_NO_DEBUG_MSGS
889 #define checkGLcall(A) \
892 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
893 err = glGetError(); \
894 if (err == GL_NO_ERROR) { \
895 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
898 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
899 debug_glerror(err), err, A, __FILE__, __LINE__); \
900 err = glGetError(); \
901 } while (err != GL_NO_ERROR); \
904 #define checkGLcall(A) do {} while(0)
907 /* Trace routines / diagnostics */
908 /* ---------------------------- */
910 /* Dump out a matrix and copy it */
911 #define conv_mat(mat,gl_mat) \
913 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
914 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
915 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
916 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
917 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
920 /* Macro to dump out the current state of the light chain */
921 #define DUMP_LIGHT_CHAIN() \
923 PLIGHTINFOEL *el = This->stateBlock->lights;\
925 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
930 /* Trace vector and strided data information */
931 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
932 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
933 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
934 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
935 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
937 /* Defines used for optimizations */
939 /* Only reapply what is necessary */
940 #define REAPPLY_ALPHAOP 0x0001
941 #define REAPPLY_ALL 0xFFFF
943 /* Advance declaration of structures to satisfy compiler */
944 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
945 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
946 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
947 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
949 /* Global variables */
950 extern const float identity[16] DECLSPEC_HIDDEN;
952 /*****************************************************************************
953 * Compilable extra diagnostics
956 /* Trace information per-vertex: (extremely high amount of trace) */
957 #if 0 /* NOTE: Must be 0 in cvs */
958 # define VTRACE(A) TRACE A
963 /* TODO: Confirm each of these works when wined3d move completed */
964 #if 0 /* NOTE: Must be 0 in cvs */
965 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
966 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
967 is enabled, and if it doesn't exist it is disabled. */
968 # define FRAME_DEBUGGING
969 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
970 the file is deleted */
971 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
972 # define SINGLE_FRAME_DEBUGGING
974 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
975 It can only be enabled when FRAME_DEBUGGING is also enabled
976 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
978 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
979 # define SHOW_FRAME_MAKEUP 1
981 /* The following, when enabled, lets you see the makeup of the all the textures used during each
982 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
983 The contents of the textures assigned to each stage are written into
984 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
985 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
986 # define SHOW_TEXTURE_MAKEUP 0
989 extern BOOL isDumpingFrames;
990 extern LONG primCounter;
995 WINED3D_FFP_POSITION = 0,
996 WINED3D_FFP_BLENDWEIGHT = 1,
997 WINED3D_FFP_BLENDINDICES = 2,
998 WINED3D_FFP_NORMAL = 3,
999 WINED3D_FFP_PSIZE = 4,
1000 WINED3D_FFP_DIFFUSE = 5,
1001 WINED3D_FFP_SPECULAR = 6,
1002 WINED3D_FFP_TEXCOORD0 = 7,
1003 WINED3D_FFP_TEXCOORD1 = 8,
1004 WINED3D_FFP_TEXCOORD2 = 9,
1005 WINED3D_FFP_TEXCOORD3 = 10,
1006 WINED3D_FFP_TEXCOORD4 = 11,
1007 WINED3D_FFP_TEXCOORD5 = 12,
1008 WINED3D_FFP_TEXCOORD6 = 13,
1009 WINED3D_FFP_TEXCOORD7 = 14,
1012 enum wined3d_ffp_emit_idx
1014 WINED3D_FFP_EMIT_FLOAT1 = 0,
1015 WINED3D_FFP_EMIT_FLOAT2 = 1,
1016 WINED3D_FFP_EMIT_FLOAT3 = 2,
1017 WINED3D_FFP_EMIT_FLOAT4 = 3,
1018 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1019 WINED3D_FFP_EMIT_UBYTE4 = 5,
1020 WINED3D_FFP_EMIT_SHORT2 = 6,
1021 WINED3D_FFP_EMIT_SHORT4 = 7,
1022 WINED3D_FFP_EMIT_UBYTE4N = 8,
1023 WINED3D_FFP_EMIT_SHORT2N = 9,
1024 WINED3D_FFP_EMIT_SHORT4N = 10,
1025 WINED3D_FFP_EMIT_USHORT2N = 11,
1026 WINED3D_FFP_EMIT_USHORT4N = 12,
1027 WINED3D_FFP_EMIT_UDEC3 = 13,
1028 WINED3D_FFP_EMIT_DEC3N = 14,
1029 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1030 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1031 WINED3D_FFP_EMIT_COUNT = 17
1034 struct wined3d_stream_info_element
1036 const struct GlPixelFormatDesc *format_desc;
1040 GLuint buffer_object;
1043 struct wined3d_stream_info
1045 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1046 BOOL position_transformed;
1047 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1048 WORD use_map; /* MAX_ATTRIBS, 16 */
1051 /*****************************************************************************
1055 /* Routine common to the draw primitive and draw indexed primitive routines */
1056 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
1057 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1058 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1060 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1061 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1062 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1063 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1064 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1065 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1066 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1067 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1071 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1072 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1074 /* Routines and structures related to state management */
1076 #define STATE_RENDER(a) (a)
1077 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1079 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1080 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1082 /* + 1 because samplers start with 0 */
1083 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1084 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1086 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1087 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1089 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1090 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1092 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1093 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1094 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1095 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1097 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1098 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1100 #define STATE_VSHADER (STATE_VDECL + 1)
1101 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1103 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1104 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1106 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1107 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1108 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1109 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1111 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1112 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1114 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1115 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1117 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1118 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1120 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1122 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1124 #define STATE_HIGHEST (STATE_FRONTFACE)
1132 #define WINED3D_MAX_FBO_ENTRIES 64
1134 struct wined3d_occlusion_query
1138 struct wined3d_context *context;
1141 struct wined3d_event_query
1145 struct wined3d_context *context;
1148 struct wined3d_context
1150 const struct wined3d_gl_info *gl_info;
1151 /* State dirtification
1152 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1153 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1154 * 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
1155 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1157 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1158 DWORD numDirtyEntries;
1159 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1161 IWineD3DSurface *surface;
1162 IWineD3DSurface *current_rt;
1163 DWORD tid; /* Thread ID which owns this context at the moment */
1165 /* Stores some information about the context state for optimization */
1166 WORD render_offscreen : 1;
1167 WORD draw_buffer_dirty : 1;
1168 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1169 WORD last_was_pshader : 1;
1170 WORD last_was_vshader : 1;
1171 WORD namedArraysLoaded : 1;
1172 WORD numberedArraysLoaded : 1;
1173 WORD last_was_blit : 1;
1174 WORD last_was_ckey : 1;
1177 WORD fog_enabled : 1;
1178 WORD num_untracked_materials : 2; /* Max value 2 */
1181 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1182 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1183 DWORD numbered_array_mask;
1184 GLenum tracking_parm; /* Which source is tracking current colour */
1185 GLenum untracked_materials[2];
1186 UINT blit_w, blit_h;
1187 enum fogsource fog_source;
1189 char *vshader_const_dirty, *pshader_const_dirty;
1191 /* The actual opengl context */
1195 HPBUFFERARB pbuffer;
1199 UINT fbo_entry_count;
1200 struct list fbo_list;
1201 struct fbo_entry *current_fbo;
1204 GLuint fbo_read_binding;
1205 GLuint fbo_draw_binding;
1208 GLuint *free_occlusion_queries;
1209 UINT free_occlusion_query_size;
1210 UINT free_occlusion_query_count;
1211 struct list occlusion_queries;
1213 GLuint *free_event_queries;
1214 UINT free_event_query_size;
1215 UINT free_event_query_count;
1216 struct list event_queries;
1218 /* Extension emulation */
1219 GLint gl_fog_source;
1220 GLfloat fog_coord_value;
1221 GLfloat color[4], fogstart, fogend, fogcolor[4];
1222 GLuint dummy_arbfp_prog;
1225 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1229 DWORD representative;
1230 APPLYSTATEFUNC apply;
1233 struct StateEntryTemplate
1236 struct StateEntry content;
1237 GL_SupportedExt extension;
1240 struct fragment_caps
1242 DWORD PrimitiveMiscCaps;
1243 DWORD TextureOpCaps;
1244 DWORD MaxTextureBlendStages;
1245 DWORD MaxSimultaneousTextures;
1248 struct fragment_pipeline
1250 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1251 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1252 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1253 void (*free_private)(IWineD3DDevice *iface);
1254 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1255 const struct StateEntryTemplate *states;
1256 BOOL ffp_proj_control;
1259 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1260 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1261 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1262 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1263 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1264 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1265 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1267 /* "Base" state table */
1268 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1269 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1270 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1272 /* Shaders for color conversions in blits */
1275 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1276 void (*free_private)(IWineD3DDevice *iface);
1277 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1278 GLenum textype, UINT width, UINT height);
1279 void (*unset_shader)(IWineD3DDevice *iface);
1280 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1283 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1284 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1286 typedef enum ContextUsage {
1287 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1288 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1289 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1290 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1293 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This,
1294 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1295 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1296 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) DECLSPEC_HIDDEN;
1297 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1298 void context_alloc_event_query(struct wined3d_context *context,
1299 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1300 void context_alloc_occlusion_query(struct wined3d_context *context,
1301 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1302 void context_resource_released(IWineD3DDevice *iface,
1303 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1304 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1305 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1306 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1307 void context_attach_surface_fbo(const struct wined3d_context *context,
1308 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1309 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1310 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1311 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1312 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1313 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1314 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1316 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1317 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1319 /* Macros for doing basic GPU detection based on opengl capabilities */
1320 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1321 #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])
1322 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1323 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1325 /* Default callbacks for implicit object destruction */
1326 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface) DECLSPEC_HIDDEN;
1328 /*****************************************************************************
1329 * Internal representation of a light
1331 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1332 struct PLIGHTINFOEL {
1333 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1334 DWORD OriginalIndex;
1337 BOOL enabledChanged;
1340 /* Converted parms to speed up swapping lights */
1349 /* The default light parameters */
1350 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1352 typedef struct WineD3D_PixelFormat
1354 int iPixelFormat; /* WGL pixel format */
1355 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1356 int redSize, greenSize, blueSize, alphaSize;
1357 int depthSize, stencilSize;
1358 BOOL windowDrawable;
1359 BOOL pbufferDrawable;
1363 } WineD3D_PixelFormat;
1365 /* The adapter structure */
1366 struct WineD3DAdapter
1371 struct wined3d_gl_info gl_info;
1373 const char *description;
1374 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1376 WineD3D_PixelFormat *cfgs;
1377 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1378 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1379 unsigned int UsedTextureRam;
1382 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1383 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1384 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1385 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1387 /*****************************************************************************
1388 * High order patch management
1390 struct WineD3DRectPatch
1394 WineDirect3DVertexStridedData strided;
1395 WINED3DRECTPATCH_INFO RectPatchInfo;
1397 char has_normals, has_texcoords;
1401 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1403 enum projection_types
1416 /*****************************************************************************
1417 * Fixed function pipeline replacements
1419 #define ARG_UNUSED 0xff
1420 struct texture_stage_op
1432 struct color_fixup_desc color_fixup;
1433 unsigned tex_type : 3;
1435 unsigned projected : 2;
1436 unsigned padding : 10;
1439 struct ffp_frag_settings {
1440 struct texture_stage_op op[MAX_TEXTURES];
1442 /* Use shorts instead of chars to get dword alignment */
1443 unsigned short sRGB_write;
1444 unsigned short emul_clipplanes;
1447 struct ffp_frag_desc
1449 struct wine_rb_entry entry;
1450 struct ffp_frag_settings settings;
1453 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1454 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1456 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1457 BOOL ignore_textype) DECLSPEC_HIDDEN;
1458 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1459 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1460 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1462 /*****************************************************************************
1463 * IWineD3D implementation structure
1465 typedef struct IWineD3DImpl
1467 /* IUnknown fields */
1468 const IWineD3DVtbl *lpVtbl;
1469 LONG ref; /* Note: Ref counting not required */
1471 /* WineD3D Information */
1476 struct WineD3DAdapter adapters[1];
1479 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1481 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1483 /* A helper function that dumps a resource list */
1484 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
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 bCursorVisible : 1;
1537 WORD haveHardwareCursor : 1;
1538 WORD d3d_initialized : 1;
1539 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1540 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1541 WORD useDrawStridedSlow : 1;
1542 WORD instancedDraw : 1;
1545 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1547 #define DDRAW_PITCH_ALIGNMENT 8
1548 #define D3D8_PITCH_ALIGNMENT 4
1549 unsigned char surface_alignment; /* Line Alignment of surfaces */
1551 /* State block related */
1552 IWineD3DStateBlockImpl *stateBlock;
1553 IWineD3DStateBlockImpl *updateStateBlock;
1555 /* Internal use fields */
1556 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1558 WINED3DDEVTYPE devType;
1560 IWineD3DSwapChain **swapchains;
1561 UINT NumberOfSwapChains;
1563 struct list resources; /* a linked list to track resources created by the device */
1564 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1565 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1567 /* Render Target Support */
1568 IWineD3DSurface **render_targets;
1569 IWineD3DSurface *auto_depth_stencil_buffer;
1570 IWineD3DSurface *stencilBufferTarget;
1572 /* palettes texture management */
1573 UINT NumberOfPalettes;
1574 PALETTEENTRY **palettes;
1575 UINT currentPalette;
1576 UINT paletteConversionShader;
1578 /* For rendering to a texture using glCopyTexImage */
1579 GLenum *draw_buffers;
1580 GLuint depth_blt_texture;
1581 GLuint depth_blt_rb;
1582 UINT depth_blt_rb_w;
1583 UINT depth_blt_rb_h;
1585 /* Cursor management */
1590 UINT cursorWidth, cursorHeight;
1591 GLuint cursorTexture;
1592 HCURSOR hardwareCursor;
1594 /* The Wine logo surface */
1595 IWineD3DSurface *logo_surface;
1597 /* Textures for when no other textures are mapped */
1598 UINT dummyTextureName[MAX_TEXTURES];
1600 /* Device state management */
1603 /* DirectDraw stuff */
1604 DWORD ddraw_width, ddraw_height;
1605 WINED3DFORMAT ddraw_format;
1607 /* Final position fixup constant */
1610 /* With register combiners we can skip junk texture stages */
1611 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1612 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1614 /* Stream source management */
1615 struct wined3d_stream_info strided_streams;
1616 const WineDirect3DVertexStridedData *up_strided;
1618 /* Context management */
1619 struct wined3d_context **contexts;
1621 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1622 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1624 /* High level patch management */
1625 #define PATCHMAP_SIZE 43
1626 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1627 struct list patches[PATCHMAP_SIZE];
1628 struct WineD3DRectPatch *currentPatch;
1631 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl DECLSPEC_HIDDEN;
1633 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1634 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1635 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1636 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1637 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1638 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1639 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1640 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1641 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1642 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1643 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1645 DWORD idx = state >> 5;
1646 BYTE shift = state & 0x1f;
1647 return context->isStateDirty[idx] & (1 << shift);
1650 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1651 typedef struct PrivateData
1656 DWORD flags; /* DDSPD_* */
1667 /*****************************************************************************
1668 * IWineD3DResource implementation structure
1670 typedef struct IWineD3DResourceClass
1672 /* IUnknown fields */
1673 LONG ref; /* Note: Ref counting not required */
1675 /* WineD3DResource Information */
1677 WINED3DRESOURCETYPE resourceType;
1678 IWineD3DDeviceImpl *wineD3DDevice;
1682 const struct GlPixelFormatDesc *format_desc;
1684 BYTE *allocatedMemory; /* Pointer to the real data location */
1685 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1686 struct list privateData;
1687 struct list resource_list_entry;
1688 const struct wined3d_parent_ops *parent_ops;
1689 } IWineD3DResourceClass;
1691 typedef struct IWineD3DResourceImpl
1693 /* IUnknown & WineD3DResource Information */
1694 const IWineD3DResourceVtbl *lpVtbl;
1695 IWineD3DResourceClass resource;
1696 } IWineD3DResourceImpl;
1698 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1699 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1700 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN;
1701 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1702 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1703 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1704 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1705 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1706 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1707 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1708 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1709 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1710 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1711 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1713 /* Tests show that the start address of resources is 32 byte aligned */
1714 #define RESOURCE_ALIGNMENT 32
1716 /*****************************************************************************
1717 * IWineD3DBaseTexture D3D- > openGL state map lookups
1720 typedef enum winetexturestates {
1721 WINED3DTEXSTA_ADDRESSU = 0,
1722 WINED3DTEXSTA_ADDRESSV = 1,
1723 WINED3DTEXSTA_ADDRESSW = 2,
1724 WINED3DTEXSTA_BORDERCOLOR = 3,
1725 WINED3DTEXSTA_MAGFILTER = 4,
1726 WINED3DTEXSTA_MINFILTER = 5,
1727 WINED3DTEXSTA_MIPFILTER = 6,
1728 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1729 WINED3DTEXSTA_MAXANISOTROPY = 8,
1730 WINED3DTEXSTA_SRGBTEXTURE = 9,
1731 WINED3DTEXSTA_ELEMENTINDEX = 10,
1732 WINED3DTEXSTA_DMAPOFFSET = 11,
1733 WINED3DTEXSTA_TSSADDRESSW = 12,
1734 MAX_WINETEXTURESTATES = 13,
1735 } winetexturestates;
1739 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1740 SRGB_RGB = 1, /* Loads the rgb texture */
1741 SRGB_SRGB = 2, /* Loads the srgb texture */
1742 SRGB_BOTH = 3, /* Loads both textures */
1747 DWORD states[MAX_WINETEXTURESTATES];
1752 /*****************************************************************************
1753 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1755 typedef struct IWineD3DBaseTextureClass
1757 struct gl_texture texture_rgb, texture_srgb;
1759 float pow2Matrix[16];
1761 WINED3DTEXTUREFILTERTYPE filterType;
1765 BOOL pow2Matrix_identity;
1766 const struct min_lookup *minMipLookup;
1767 const GLenum *magLookup;
1768 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1769 } IWineD3DBaseTextureClass;
1771 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1773 typedef struct IWineD3DBaseTextureImpl
1775 /* IUnknown & WineD3DResource Information */
1776 const IWineD3DBaseTextureVtbl *lpVtbl;
1777 IWineD3DResourceClass resource;
1778 IWineD3DBaseTextureClass baseTexture;
1780 } IWineD3DBaseTextureImpl;
1782 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1783 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1784 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1785 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1786 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1787 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1788 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1789 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1790 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1791 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1792 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1793 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1794 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1795 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1796 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1797 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1798 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1799 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1801 /*****************************************************************************
1802 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1804 typedef struct IWineD3DTextureImpl
1806 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1807 const IWineD3DTextureVtbl *lpVtbl;
1808 IWineD3DResourceClass resource;
1809 IWineD3DBaseTextureClass baseTexture;
1811 /* IWineD3DTexture */
1812 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1816 } IWineD3DTextureImpl;
1818 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1819 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1820 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1822 /*****************************************************************************
1823 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1825 typedef struct IWineD3DCubeTextureImpl
1827 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1828 const IWineD3DCubeTextureVtbl *lpVtbl;
1829 IWineD3DResourceClass resource;
1830 IWineD3DBaseTextureClass baseTexture;
1832 /* IWineD3DCubeTexture */
1833 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1834 } IWineD3DCubeTextureImpl;
1836 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1837 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1838 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1840 typedef struct _WINED3DVOLUMET_DESC
1845 } WINED3DVOLUMET_DESC;
1847 /*****************************************************************************
1848 * IWineD3DVolume implementation structure (extends IUnknown)
1850 typedef struct IWineD3DVolumeImpl
1852 /* IUnknown & WineD3DResource fields */
1853 const IWineD3DVolumeVtbl *lpVtbl;
1854 IWineD3DResourceClass resource;
1856 /* WineD3DVolume Information */
1857 WINED3DVOLUMET_DESC currentDesc;
1858 IWineD3DBase *container;
1861 WINED3DBOX lockedBox;
1862 WINED3DBOX dirtyBox;
1864 } IWineD3DVolumeImpl;
1866 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1867 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1868 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1869 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1871 /*****************************************************************************
1872 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1874 typedef struct IWineD3DVolumeTextureImpl
1876 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1877 const IWineD3DVolumeTextureVtbl *lpVtbl;
1878 IWineD3DResourceClass resource;
1879 IWineD3DBaseTextureClass baseTexture;
1881 /* IWineD3DVolumeTexture */
1882 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1883 } IWineD3DVolumeTextureImpl;
1885 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1886 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1887 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1889 typedef struct _WINED3DSURFACET_DESC
1891 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1892 DWORD MultiSampleQuality;
1895 } WINED3DSURFACET_DESC;
1897 /*****************************************************************************
1898 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1900 typedef struct wineD3DSurface_DIB {
1906 } wineD3DSurface_DIB;
1913 } renderbuffer_entry_t;
1918 IWineD3DSurface **render_targets;
1919 IWineD3DSurface *depth_stencil;
1924 /*****************************************************************************
1925 * IWineD3DClipp implementation structure
1927 typedef struct IWineD3DClipperImpl
1929 const IWineD3DClipperVtbl *lpVtbl;
1934 } IWineD3DClipperImpl;
1937 /*****************************************************************************
1938 * IWineD3DSurface implementation structure
1940 struct IWineD3DSurfaceImpl
1942 /* IUnknown & IWineD3DResource Information */
1943 const IWineD3DSurfaceVtbl *lpVtbl;
1944 IWineD3DResourceClass resource;
1946 /* IWineD3DSurface fields */
1947 IWineD3DBase *container;
1948 WINED3DSURFACET_DESC currentDesc;
1949 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1950 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1952 /* TODO: move this off into a management class(maybe!) */
1958 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1959 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1961 /* Oversized texture */
1966 GLuint texture_name;
1967 GLuint texture_name_srgb;
1968 GLint texture_level;
1969 GLenum texture_target;
1974 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1977 wineD3DSurface_DIB dib;
1980 /* Color keys for DDraw */
1981 WINEDDCOLORKEY DestBltCKey;
1982 WINEDDCOLORKEY DestOverlayCKey;
1983 WINEDDCOLORKEY SrcOverlayCKey;
1984 WINEDDCOLORKEY SrcBltCKey;
1987 WINEDDCOLORKEY glCKey;
1989 struct list renderbuffers;
1990 renderbuffer_entry_t *current_renderbuffer;
1992 /* DirectDraw clippers */
1993 IWineD3DClipper *clipper;
1995 /* DirectDraw Overlay handling */
1996 RECT overlay_srcrect;
1997 RECT overlay_destrect;
1998 IWineD3DSurfaceImpl *overlay_dest;
1999 struct list overlays;
2000 struct list overlay_entry;
2003 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2004 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2006 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
2007 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2008 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2009 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2010 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2011 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2012 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2014 /* Predeclare the shared Surface functions */
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2016 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2017 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2018 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2019 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) DECLSPEC_HIDDEN;
2020 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2021 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2022 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2023 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2025 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2026 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2027 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2028 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2029 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2038 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2040 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2041 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2045 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2047 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2051 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2052 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2053 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2054 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2055 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2056 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2057 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2058 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2059 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2061 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2062 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2063 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2064 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2066 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2068 /* Surface flags: */
2069 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2070 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2071 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2072 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2073 #define SFLAG_DISCARD 0x00000010 /* ??? */
2074 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2075 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2076 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2077 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2078 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2079 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2080 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2081 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2082 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2083 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2084 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2085 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2086 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2087 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2088 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2089 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2090 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2091 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2092 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2093 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2095 /* In some conditions the surface memory must not be freed:
2096 * SFLAG_OVERSIZE: Not all data can be kept in GL
2097 * SFLAG_CONVERTED: Converting the data back would take too long
2098 * SFLAG_DIBSECTION: The dib code manages the memory
2099 * SFLAG_LOCKED: The app requires access to the surface data
2100 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2101 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2102 * SFLAG_CLIENT: OpenGL uses our memory as backup
2104 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2106 SFLAG_DIBSECTION | \
2113 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2115 SFLAG_INDRAWABLE | \
2118 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2120 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2122 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2127 CONVERT_PALETTED_CK,
2131 CONVERT_CK_4444_ARGB,
2136 CONVERT_CK_8888_ARGB,
2152 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2153 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2155 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2157 /*****************************************************************************
2158 * IWineD3DVertexDeclaration implementation structure
2160 #define MAX_ATTRIBS 16
2162 struct wined3d_vertex_declaration_element
2164 const struct GlPixelFormatDesc *format_desc;
2174 typedef struct IWineD3DVertexDeclarationImpl {
2175 /* IUnknown Information */
2176 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2180 const struct wined3d_parent_ops *parent_ops;
2181 IWineD3DDeviceImpl *wineD3DDevice;
2183 struct wined3d_vertex_declaration_element *elements;
2186 DWORD streams[MAX_STREAMS];
2188 BOOL position_transformed;
2189 BOOL half_float_conv_needed;
2190 } IWineD3DVertexDeclarationImpl;
2192 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2193 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2194 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2196 /*****************************************************************************
2197 * IWineD3DStateBlock implementation structure
2200 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2201 /* Note: Very long winded but gl Lists are not flexible enough */
2202 /* to resolve everything we need, so doing it manually for now */
2203 typedef struct SAVEDSTATES {
2204 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2205 WORD streamSource; /* MAX_STREAMS, 16 */
2206 WORD streamFreq; /* MAX_STREAMS, 16 */
2207 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2208 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2209 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2210 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2211 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2212 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2213 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2214 BOOL *pixelShaderConstantsF;
2215 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2216 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2217 BOOL *vertexShaderConstantsF;
2218 WORD primitive_type : 1;
2222 WORD vertexDecl : 1;
2223 WORD pixelShader : 1;
2224 WORD vertexShader : 1;
2225 WORD scissorRect : 1;
2234 struct IWineD3DStateBlockImpl
2236 /* IUnknown fields */
2237 const IWineD3DStateBlockVtbl *lpVtbl;
2238 LONG ref; /* Note: Ref counting not required */
2240 /* IWineD3DStateBlock information */
2242 IWineD3DDeviceImpl *wineD3DDevice;
2243 WINED3DSTATEBLOCKTYPE blockType;
2245 /* Array indicating whether things have been set or changed */
2246 SAVEDSTATES changed;
2248 /* Vertex Shader Declaration */
2249 IWineD3DVertexDeclaration *vertexDecl;
2251 IWineD3DVertexShader *vertexShader;
2253 /* Vertex Shader Constants */
2254 BOOL vertexShaderConstantB[MAX_CONST_B];
2255 INT vertexShaderConstantI[MAX_CONST_I * 4];
2256 float *vertexShaderConstantF;
2258 /* primitive type */
2259 GLenum gl_primitive_type;
2263 UINT streamStride[MAX_STREAMS];
2264 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2265 IWineD3DBuffer *streamSource[MAX_STREAMS];
2266 UINT streamFreq[MAX_STREAMS + 1];
2267 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2270 IWineD3DBuffer* pIndexData;
2271 WINED3DFORMAT IndexFmt;
2272 INT baseVertexIndex;
2273 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2276 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2278 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2279 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2280 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2281 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2282 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2285 double clipplane[MAX_CLIPPLANES][4];
2286 WINED3DCLIPSTATUS clip_status;
2289 WINED3DVIEWPORT viewport;
2292 WINED3DMATERIAL material;
2295 IWineD3DPixelShader *pixelShader;
2297 /* Pixel Shader Constants */
2298 BOOL pixelShaderConstantB[MAX_CONST_B];
2299 INT pixelShaderConstantI[MAX_CONST_I * 4];
2300 float *pixelShaderConstantF;
2303 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2306 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2308 /* Texture State Stage */
2309 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2310 DWORD lowest_disabled_stage;
2311 /* Sampler States */
2312 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2314 /* Scissor test rectangle */
2317 /* Contained state management */
2318 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2319 unsigned int num_contained_render_states;
2320 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2321 unsigned int num_contained_transform_states;
2322 DWORD contained_vs_consts_i[MAX_CONST_I];
2323 unsigned int num_contained_vs_consts_i;
2324 DWORD contained_vs_consts_b[MAX_CONST_B];
2325 unsigned int num_contained_vs_consts_b;
2326 DWORD *contained_vs_consts_f;
2327 unsigned int num_contained_vs_consts_f;
2328 DWORD contained_ps_consts_i[MAX_CONST_I];
2329 unsigned int num_contained_ps_consts_i;
2330 DWORD contained_ps_consts_b[MAX_CONST_B];
2331 unsigned int num_contained_ps_consts_b;
2332 DWORD *contained_ps_consts_f;
2333 unsigned int num_contained_ps_consts_f;
2334 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2335 unsigned int num_contained_tss_states;
2336 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2337 unsigned int num_contained_sampler_states;
2340 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
2341 WINED3DSTATEBLOCKTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2342 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2344 /* Direct3D terminology with little modifications. We do not have an issued state
2345 * because only the driver knows about it, but we have a created state because d3d
2346 * allows GetData on a created issue, but opengl doesn't
2353 /*****************************************************************************
2354 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2356 typedef struct IWineD3DQueryImpl
2358 const IWineD3DQueryVtbl *lpVtbl;
2359 LONG ref; /* Note: Ref counting not required */
2362 /*TODO: replace with iface usage */
2364 IWineD3DDevice *wineD3DDevice;
2366 IWineD3DDeviceImpl *wineD3DDevice;
2369 /* IWineD3DQuery fields */
2370 enum query_state state;
2371 WINED3DQUERYTYPE type;
2372 /* TODO: Think about using a IUnknown instead of a void* */
2374 } IWineD3DQueryImpl;
2376 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2377 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2378 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2380 /* IWineD3DBuffer */
2382 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2383 * fixed function semantics as D3DCOLOR or FLOAT16 */
2384 enum wined3d_buffer_conversion_type
2389 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2392 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2393 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2394 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2395 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2396 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2398 struct wined3d_buffer
2400 const struct IWineD3DBufferVtbl *vtbl;
2401 IWineD3DResourceClass resource;
2403 struct wined3d_buffer_desc desc;
2405 GLuint buffer_object;
2406 GLenum buffer_object_usage;
2407 GLenum buffer_type_hint;
2408 UINT buffer_object_size;
2416 /* conversion stuff */
2417 UINT conversion_count;
2419 UINT stride; /* 0 if no conversion */
2420 UINT conversion_stride; /* 0 if no shifted conversion */
2421 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2422 /* Extra load offsets, for FLOAT16 conversion */
2423 UINT *conversion_shift; /* NULL if no shifted conversion */
2426 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2427 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2428 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2429 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2430 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2432 /* IWineD3DRendertargetView */
2433 struct wined3d_rendertarget_view
2435 const struct IWineD3DRendertargetViewVtbl *vtbl;
2438 IWineD3DResource *resource;
2442 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2444 /*****************************************************************************
2445 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2448 typedef struct IWineD3DSwapChainImpl
2451 const IWineD3DSwapChainVtbl *lpVtbl;
2452 LONG ref; /* Note: Ref counting not required */
2455 IWineD3DDeviceImpl *wineD3DDevice;
2457 /* IWineD3DSwapChain fields */
2458 IWineD3DSurface **backBuffer;
2459 IWineD3DSurface *frontBuffer;
2460 WINED3DPRESENT_PARAMETERS presentParms;
2461 DWORD orig_width, orig_height;
2462 WINED3DFORMAT orig_fmt;
2463 WINED3DGAMMARAMP orig_gamma;
2465 long prev_time, frames; /* Performance tracking */
2466 unsigned int vSyncCounter;
2468 struct wined3d_context **context;
2469 unsigned int num_contexts;
2472 } IWineD3DSwapChainImpl;
2474 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl DECLSPEC_HIDDEN;
2475 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2476 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2478 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2479 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2480 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2481 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2482 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2483 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2484 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2485 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2486 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2487 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2488 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2489 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2490 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2491 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2492 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2493 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2494 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2495 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2496 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2497 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2498 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2500 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2502 #define DEFAULT_REFRESH_RATE 0
2504 /*****************************************************************************
2505 * Utility function prototypes
2508 /* Trace routines */
2509 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2510 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2511 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2512 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2513 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2514 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2515 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2516 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2517 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2518 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2519 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2520 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2521 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2522 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2523 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2524 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2525 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2526 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2527 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2528 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2529 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2531 /* Routines for GL <-> D3D values */
2532 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2533 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2534 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2535 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2536 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2537 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2538 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2539 BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2540 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2541 struct wined3d_context *context) DECLSPEC_HIDDEN;
2542 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2543 struct wined3d_context *context) DECLSPEC_HIDDEN;
2544 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2545 struct wined3d_context *context) DECLSPEC_HIDDEN;
2546 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2547 struct wined3d_context *context) DECLSPEC_HIDDEN;
2548 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2549 struct wined3d_context *context) DECLSPEC_HIDDEN;
2550 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2551 struct wined3d_context *context) DECLSPEC_HIDDEN;
2552 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2553 struct wined3d_context *context) DECLSPEC_HIDDEN;
2554 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2555 struct wined3d_context *context) DECLSPEC_HIDDEN;
2557 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2558 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
2559 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2560 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2561 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2562 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2563 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2564 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2566 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2567 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2568 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2569 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2572 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2573 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2574 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2576 typedef struct local_constant {
2582 typedef struct SHADER_LIMITS {
2583 unsigned int temporary;
2584 unsigned int texcoord;
2585 unsigned int sampler;
2586 unsigned int constant_int;
2587 unsigned int constant_float;
2588 unsigned int constant_bool;
2589 unsigned int address;
2590 unsigned int packed_output;
2591 unsigned int packed_input;
2592 unsigned int attributes;
2596 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2597 * maintain state information between multiple codes */
2598 typedef struct SHADER_PARSE_STATE {
2599 unsigned int current_row;
2600 DWORD texcoord_w[2];
2601 } SHADER_PARSE_STATE;
2604 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2606 #define PRINTF_ATTR(fmt,args)
2609 /* Base Shader utility functions. */
2610 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2611 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2613 /* Vertex shader utility functions */
2614 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2615 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2617 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2619 /*****************************************************************************
2620 * IDirect3DBaseShader implementation structure
2622 typedef struct IWineD3DBaseShaderClass
2625 SHADER_LIMITS limits;
2626 SHADER_PARSE_STATE parse_state;
2628 UINT functionLength;
2629 UINT cur_loop_depth, cur_loop_regno;
2630 BOOL load_local_constsF;
2631 const struct wined3d_shader_frontend *frontend;
2632 void *frontend_data;
2636 const struct wined3d_parent_ops *parent_ops;
2638 /* Programs this shader is linked with */
2639 struct list linked_programs;
2641 /* Immediate constants (override global ones) */
2642 struct list constantsB;
2643 struct list constantsF;
2644 struct list constantsI;
2645 shader_reg_maps reg_maps;
2647 /* Pointer to the parent device */
2648 IWineD3DDevice *device;
2649 struct list shader_list_entry;
2651 } IWineD3DBaseShaderClass;
2653 typedef struct IWineD3DBaseShaderImpl {
2655 const IWineD3DBaseShaderVtbl *lpVtbl;
2657 /* IWineD3DBaseShader */
2658 IWineD3DBaseShaderClass baseShader;
2659 } IWineD3DBaseShaderImpl;
2661 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2662 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2663 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2664 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2665 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2666 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2667 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2668 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2669 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2670 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2671 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2672 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2673 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2674 struct wined3d_shader_signature_element *input_signature,
2675 struct wined3d_shader_signature_element *output_signature,
2676 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2677 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2678 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2679 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2680 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2681 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2683 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2685 return type == WINED3D_SHADER_TYPE_PIXEL;
2688 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2690 return type == WINED3D_SHADER_TYPE_VERTEX;
2693 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2697 case WINED3DSPR_RASTOUT:
2699 if (reg->idx != 0) return TRUE;
2703 case WINED3DSPR_DEPTHOUT: /* oDepth */
2704 case WINED3DSPR_CONSTBOOL: /* b# */
2705 case WINED3DSPR_LOOP: /* aL */
2706 case WINED3DSPR_PREDICATE: /* p0 */
2709 case WINED3DSPR_MISCTYPE:
2720 case WINED3DSPR_IMMCONST:
2721 switch(reg->immconst_type)
2723 case WINED3D_IMMCONST_FLOAT:
2734 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2735 local_constant* lconst;
2737 if(This->baseShader.load_local_constsF) return FALSE;
2738 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2739 if(lconst->idx == reg) return TRUE;
2745 /*****************************************************************************
2746 * IDirect3DVertexShader implementation structures
2748 typedef struct IWineD3DVertexShaderImpl {
2749 /* IUnknown parts */
2750 const IWineD3DVertexShaderVtbl *lpVtbl;
2752 /* IWineD3DBaseShader */
2753 IWineD3DBaseShaderClass baseShader;
2755 /* Vertex shader input and output semantics */
2756 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2757 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2759 UINT min_rel_offset, max_rel_offset;
2761 } IWineD3DVertexShaderImpl;
2763 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2764 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2765 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2766 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2767 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2769 /*****************************************************************************
2770 * IDirect3DPixelShader implementation structure
2773 /* Using additional shader constants (uniforms in GLSL / program environment
2774 * or local parameters in ARB) is costly:
2775 * ARB only knows float4 parameters and GLSL compiler are not really smart
2776 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2777 * (in fact most compilers map a float2 to a full float4 uniform).
2779 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2780 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2781 * into a single shader constant (uniform / program parameter).
2783 * This structure is shared between the GLSL and the ARB backend.*/
2784 struct ps_np2fixup_info {
2785 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2786 WORD active; /* bitfield indicating if we can apply the fixup */
2790 typedef struct IWineD3DPixelShaderImpl {
2791 /* IUnknown parts */
2792 const IWineD3DPixelShaderVtbl *lpVtbl;
2794 /* IWineD3DBaseShader */
2795 IWineD3DBaseShaderClass baseShader;
2797 /* Pixel shader input semantics */
2798 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2799 DWORD input_reg_map[MAX_REG_INPUT];
2800 BOOL input_reg_used[MAX_REG_INPUT];
2801 unsigned int declared_in_count;
2803 /* Some information about the shader behavior */
2809 } IWineD3DPixelShaderImpl;
2811 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2812 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2813 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2814 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2815 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2816 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2817 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2819 /* sRGB correction constants */
2820 static const float srgb_cmp = 0.0031308f;
2821 static const float srgb_mul_low = 12.92f;
2822 static const float srgb_pow = 0.41666f;
2823 static const float srgb_mul_high = 1.055f;
2824 static const float srgb_sub_high = 0.055f;
2826 /*****************************************************************************
2827 * IWineD3DPalette implementation structure
2829 struct IWineD3DPaletteImpl {
2830 /* IUnknown parts */
2831 const IWineD3DPaletteVtbl *lpVtbl;
2835 IWineD3DDeviceImpl *wineD3DDevice;
2837 /* IWineD3DPalette */
2839 WORD palVersion; /*| */
2840 WORD palNumEntries; /*| LOGPALETTE */
2841 PALETTEENTRY palents[256]; /*| */
2842 /* This is to store the palette in 'screen format' */
2843 int screen_palents[256];
2847 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2848 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2850 /* DirectDraw utility functions */
2851 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2853 /*****************************************************************************
2854 * Pixel format management
2857 /* WineD3D pixel format flags */
2858 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2859 #define WINED3DFMT_FLAG_FILTERING 0x2
2860 #define WINED3DFMT_FLAG_DEPTH 0x4
2861 #define WINED3DFMT_FLAG_STENCIL 0x8
2862 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2863 #define WINED3DFMT_FLAG_FOURCC 0x20
2864 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2865 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2866 #define WINED3DFMT_FLAG_GETDC 0x100
2868 struct GlPixelFormatDesc
2870 WINED3DFORMAT format;
2881 UINT block_byte_count;
2883 enum wined3d_ffp_emit_idx emit_idx;
2884 GLint component_count;
2886 GLint gl_vtx_format;
2887 GLboolean gl_normalized;
2888 unsigned int component_size;
2891 GLint glGammaInternal;
2897 struct color_fixup_desc color_fixup;
2900 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2901 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2903 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2905 /* Check stateblock->vertexDecl to allow this to be used from
2906 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2907 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2908 * style strided data. */
2909 return (stateblock->vertexShader
2910 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2911 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2914 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2916 return (stateblock->pixelShader
2917 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2920 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2921 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2922 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2924 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2925 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"