2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
177 #define SHADER_GLSL 2
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
220 enum WINED3D_SHADER_INSTRUCTION_HANDLER
289 WINED3DSIH_TEXDP3TEX,
293 WINED3DSIH_TEXM3x2DEPTH,
294 WINED3DSIH_TEXM3x2PAD,
295 WINED3DSIH_TEXM3x2TEX,
297 WINED3DSIH_TEXM3x3DIFF,
298 WINED3DSIH_TEXM3x3PAD,
299 WINED3DSIH_TEXM3x3SPEC,
300 WINED3DSIH_TEXM3x3TEX,
301 WINED3DSIH_TEXM3x3VSPEC,
302 WINED3DSIH_TEXREG2AR,
303 WINED3DSIH_TEXREG2GB,
304 WINED3DSIH_TEXREG2RGB,
305 WINED3DSIH_TABLE_SIZE
308 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
311 DWORD VertexShaderVersion;
312 DWORD MaxVertexShaderConst;
314 DWORD PixelShaderVersion;
315 float PixelShader1xMaxValue;
317 WINED3DVSHADERCAPS2_0 VS20Caps;
318 WINED3DPSHADERCAPS2_0 PS20Caps;
320 DWORD MaxVShaderInstructionsExecuted;
321 DWORD MaxPShaderInstructionsExecuted;
322 DWORD MaxVertexShader30InstructionSlots;
323 DWORD MaxPixelShader30InstructionSlots;
327 const SHADER_HANDLER *shader_instruction_handler_table;
328 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
329 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
330 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
331 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
332 void (*shader_cleanup)(IWineD3DDevice *iface);
333 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
334 void (*shader_destroy)(IWineD3DBaseShader *iface);
335 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
336 void (*shader_free_private)(IWineD3DDevice *iface);
337 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
338 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
339 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
340 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
341 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
344 extern const shader_backend_t glsl_shader_backend;
345 extern const shader_backend_t arb_program_shader_backend;
346 extern const shader_backend_t none_shader_backend;
350 extern void (*wine_tsx11_lock_ptr)(void);
351 extern void (*wine_tsx11_unlock_ptr)(void);
353 /* As GLX relies on X, this is needed */
357 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
358 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
360 #define ENTER_GL() wine_tsx11_lock_ptr()
361 #define LEAVE_GL() wine_tsx11_unlock_ptr()
364 /*****************************************************************************
368 /* GL related defines */
369 /* ------------------ */
370 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
371 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
372 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
373 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
375 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
376 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
377 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
378 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
380 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
381 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
382 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
383 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
385 #define D3DCOLORTOGLFLOAT4(dw, vec) \
386 (vec)[0] = D3DCOLOR_R(dw); \
387 (vec)[1] = D3DCOLOR_G(dw); \
388 (vec)[2] = D3DCOLOR_B(dw); \
389 (vec)[3] = D3DCOLOR_A(dw);
391 /* DirectX Device Limits */
392 /* --------------------- */
393 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
395 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
396 See MaxStreams in MSDN under GetDeviceCaps */
397 /* Maximum number of constants provided to the shaders */
398 #define HIGHEST_TRANSFORMSTATE 512
399 /* Highest value in WINED3DTRANSFORMSTATETYPE */
401 /* Checking of API calls */
402 /* --------------------- */
403 #define checkGLcall(A) \
405 GLint err = glGetError(); \
406 if (err == GL_NO_ERROR) { \
407 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
410 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
411 debug_glerror(err), err, A, __FILE__, __LINE__); \
412 err = glGetError(); \
413 } while (err != GL_NO_ERROR); \
416 /* Trace routines / diagnostics */
417 /* ---------------------------- */
419 /* Dump out a matrix and copy it */
420 #define conv_mat(mat,gl_mat) \
422 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
423 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
424 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
425 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
426 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
429 /* Macro to dump out the current state of the light chain */
430 #define DUMP_LIGHT_CHAIN() \
432 PLIGHTINFOEL *el = This->stateBlock->lights;\
434 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
439 /* Trace vector and strided data information */
440 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
441 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
442 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
444 /* Defines used for optimizations */
446 /* Only reapply what is necessary */
447 #define REAPPLY_ALPHAOP 0x0001
448 #define REAPPLY_ALL 0xFFFF
450 /* Advance declaration of structures to satisfy compiler */
451 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
452 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
453 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
454 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
456 /* Global variables */
457 extern const float identity[16];
459 /*****************************************************************************
460 * Compilable extra diagnostics
463 /* Trace information per-vertex: (extremely high amount of trace) */
464 #if 0 /* NOTE: Must be 0 in cvs */
465 # define VTRACE(A) TRACE A
470 /* Checking of per-vertex related GL calls */
471 /* --------------------- */
472 #define vcheckGLcall(A) \
474 GLint err = glGetError(); \
475 if (err == GL_NO_ERROR) { \
476 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
479 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
480 debug_glerror(err), err, A, __FILE__, __LINE__); \
481 err = glGetError(); \
482 } while (err != GL_NO_ERROR); \
485 /* TODO: Confirm each of these works when wined3d move completed */
486 #if 0 /* NOTE: Must be 0 in cvs */
487 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
488 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
489 is enabled, and if it doesn't exist it is disabled. */
490 # define FRAME_DEBUGGING
491 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
492 the file is deleted */
493 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
494 # define SINGLE_FRAME_DEBUGGING
496 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
497 It can only be enabled when FRAME_DEBUGGING is also enabled
498 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
500 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
501 # define SHOW_FRAME_MAKEUP 1
503 /* The following, when enabled, lets you see the makeup of the all the textures used during each
504 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
505 The contents of the textures assigned to each stage are written into
506 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
507 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
508 # define SHOW_TEXTURE_MAKEUP 0
511 extern BOOL isDumpingFrames;
512 extern LONG primCounter;
515 /*****************************************************************************
519 /* Routine common to the draw primitive and draw indexed primitive routines */
520 void drawPrimitive(IWineD3DDevice *iface,
524 long StartVertexIndex,
525 UINT numberOfVertices,
531 void primitiveDeclarationConvertToStridedData(
532 IWineD3DDevice *iface,
533 BOOL useVertexShaderFunction,
534 WineDirect3DVertexStridedData *strided,
537 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
539 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
540 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
541 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
542 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
543 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
544 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
545 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
546 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
550 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
551 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
553 /* Routines and structures related to state management */
554 typedef struct WineD3DContext WineD3DContext;
555 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
557 #define STATE_RENDER(a) (a)
558 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
560 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
561 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
563 /* + 1 because samplers start with 0 */
564 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
565 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
567 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
568 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
570 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
571 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
573 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
574 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
575 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
576 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
578 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
579 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
581 #define STATE_VSHADER (STATE_VDECL + 1)
582 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
584 #define STATE_VIEWPORT (STATE_VSHADER + 1)
585 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
587 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
588 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
589 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
590 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
592 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
593 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
595 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
596 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
598 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
599 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
601 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
603 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
605 #define STATE_HIGHEST (STATE_FRONTFACE)
609 DWORD representative;
610 APPLYSTATEFUNC apply;
613 struct StateEntryTemplate
616 struct StateEntry content;
617 GL_SupportedExt extension;
620 struct fragment_caps {
621 DWORD PrimitiveMiscCaps;
624 DWORD MaxTextureBlendStages;
625 DWORD MaxSimultaneousTextures;
628 struct fragment_pipeline {
629 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
630 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
631 HRESULT (*alloc_private)(IWineD3DDevice *iface);
632 void (*free_private)(IWineD3DDevice *iface);
633 BOOL (*conv_supported)(WINED3DFORMAT conv);
634 const struct StateEntryTemplate *states;
635 BOOL ffp_proj_control;
638 extern const struct StateEntryTemplate misc_state_template[];
639 extern const struct StateEntryTemplate ffp_vertexstate_template[];
640 extern const struct fragment_pipeline ffp_fragment_pipeline;
641 extern const struct fragment_pipeline atifs_fragment_pipeline;
642 extern const struct fragment_pipeline arbfp_fragment_pipeline;
643 extern const struct fragment_pipeline nvts_fragment_pipeline;
644 extern const struct fragment_pipeline nvrc_fragment_pipeline;
646 /* "Base" state table */
647 void compile_state_table(struct StateEntry *StateTable,
648 APPLYSTATEFUNC **dev_multistate_funcs,
649 WineD3D_GL_Info *gl_info,
650 const struct StateEntryTemplate *vertex,
651 const struct fragment_pipeline *fragment,
652 const struct StateEntryTemplate *misc);
654 /* Shaders for color conversions in blits */
656 HRESULT (*alloc_private)(IWineD3DDevice *iface);
657 void (*free_private)(IWineD3DDevice *iface);
658 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
659 void (*unset_shader)(IWineD3DDevice *iface);
660 BOOL (*conv_supported)(WINED3DFORMAT conv);
663 extern const struct blit_shader ffp_blit;
664 extern const struct blit_shader arbfp_blit;
666 /* The new context manager that should deal with onscreen and offscreen rendering */
667 struct WineD3DContext {
668 /* State dirtification
669 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
670 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
671 * 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
672 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
674 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
675 DWORD numDirtyEntries;
676 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
678 IWineD3DSurface *surface;
679 DWORD tid; /* Thread ID which owns this context at the moment */
681 /* Stores some information about the context state for optimization */
682 BOOL draw_buffer_dirty;
683 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
684 BOOL last_was_pshader;
685 BOOL last_was_vshader;
686 BOOL last_was_foggy_shader;
687 BOOL namedArraysLoaded, numberedArraysLoaded;
688 BOOL lastWasPow2Texture[MAX_TEXTURES];
689 GLenum tracking_parm; /* Which source is tracking current colour */
690 unsigned char num_untracked_materials;
691 GLenum untracked_materials[2];
692 BOOL last_was_blit, last_was_ckey;
694 char texShaderBumpMap;
697 char *vshader_const_dirty, *pshader_const_dirty;
699 /* The actual opengl context */
708 struct list fbo_list;
709 struct fbo_entry *current_fbo;
714 typedef enum ContextUsage {
715 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
716 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
717 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
718 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
721 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
722 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
723 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
724 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
725 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
726 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
727 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
729 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
730 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
732 /* Macros for doing basic GPU detection based on opengl capabilities */
733 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
734 #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])
735 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
736 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
738 /* Default callbacks for implicit object destruction */
739 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
741 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
743 /*****************************************************************************
744 * Internal representation of a light
746 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
747 struct PLIGHTINFOEL {
748 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
755 /* Converted parms to speed up swapping lights */
764 /* The default light parameters */
765 extern const WINED3DLIGHT WINED3D_default_light;
767 typedef struct WineD3D_PixelFormat
769 int iPixelFormat; /* WGL pixel format */
770 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
771 int redSize, greenSize, blueSize, alphaSize;
772 int depthSize, stencilSize;
774 BOOL pbufferDrawable;
778 } WineD3D_PixelFormat;
780 /* The adapter structure */
781 struct WineD3DAdapter
786 WineD3D_GL_Info gl_info;
788 const char *description;
789 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
791 WineD3D_PixelFormat *cfgs;
792 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
793 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
794 unsigned int UsedTextureRam;
797 extern BOOL InitAdapters(void);
798 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
799 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
801 /*****************************************************************************
802 * High order patch management
804 struct WineD3DRectPatch
808 WineDirect3DVertexStridedData strided;
809 WINED3DRECTPATCH_INFO RectPatchInfo;
811 char has_normals, has_texcoords;
815 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
817 enum projection_types
839 /*****************************************************************************
840 * Fixed function pipeline replacements
842 struct texture_stage_op
844 unsigned cop : 5, aop : 5;
845 #define ARG_UNUSED 0x3f
846 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
847 unsigned tex_type : 3;
848 unsigned dst : 1; /* Total of 32 bits */
849 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
850 unsigned projected : 2;
851 unsigned padding : 12; /* Total of 64 bits */
852 WINED3DFORMAT color_correction;
855 struct ffp_settings {
856 struct texture_stage_op op[MAX_TEXTURES];
863 /* Use an int instead of a char to get dword alignment */
864 unsigned int sRGB_write;
869 struct ffp_settings settings;
872 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
873 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
874 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
875 BOOL ffp_program_key_compare(void *keya, void *keyb);
876 unsigned int ffp_program_key_hash(void *key);
878 /*****************************************************************************
879 * IWineD3D implementation structure
881 typedef struct IWineD3DImpl
883 /* IUnknown fields */
884 const IWineD3DVtbl *lpVtbl;
885 LONG ref; /* Note: Ref counting not required */
887 /* WineD3D Information */
892 extern const IWineD3DVtbl IWineD3D_Vtbl;
894 /* TODO: setup some flags in the registry to enable, disable pbuffer support
895 (since it will break quite a few things until contexts are managed properly!) */
896 extern BOOL pbuffer_support;
897 /* allocate one pbuffer per surface */
898 extern BOOL pbuffer_per_surface;
900 /* A helper function that dumps a resource list */
901 void dumpResources(struct list *list);
903 /*****************************************************************************
904 * IWineD3DDevice implementation structure
906 struct IWineD3DDeviceImpl
908 /* IUnknown fields */
909 const IWineD3DDeviceVtbl *lpVtbl;
910 LONG ref; /* Note: Ref counting not required */
912 /* WineD3D Information */
915 struct WineD3DAdapter *adapter;
917 /* Window styles to restore when switching fullscreen mode */
921 /* X and GL Information */
922 GLint maxConcurrentLights;
923 GLenum offscreenBuffer;
925 /* Selected capabilities */
926 int vs_selected_mode;
927 int ps_selected_mode;
928 const shader_backend_t *shader_backend;
932 struct StateEntry StateTable[STATE_HIGHEST + 1];
933 /* Array of functions for states which are handled by more than one pipeline part */
934 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
935 const struct fragment_pipeline *frag_pipe;
936 const struct blit_shader *blitter;
938 unsigned int max_ffp_textures, max_ffp_texture_stages;
941 BOOL view_ident; /* true iff view matrix is identity */
943 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
944 #define DDRAW_PITCH_ALIGNMENT 8
945 #define D3D8_PITCH_ALIGNMENT 4
946 unsigned char surface_alignment; /* Line Alignment of surfaces */
948 /* State block related */
949 BOOL isRecordingState;
950 IWineD3DStateBlockImpl *stateBlock;
951 IWineD3DStateBlockImpl *updateStateBlock;
954 /* Internal use fields */
955 WINED3DDEVICE_CREATION_PARAMETERS createParms;
957 WINED3DDEVTYPE devType;
959 IWineD3DSwapChain **swapchains;
960 UINT NumberOfSwapChains;
962 struct list resources; /* a linked list to track resources created by the device */
963 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
964 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
966 /* Render Target Support */
967 IWineD3DSurface **render_targets;
968 IWineD3DSurface *auto_depth_stencil_buffer;
969 IWineD3DSurface *stencilBufferTarget;
971 /* Caches to avoid unneeded context changes */
972 IWineD3DSurface *lastActiveRenderTarget;
973 IWineD3DSwapChain *lastActiveSwapChain;
975 /* palettes texture management */
976 UINT NumberOfPalettes;
977 PALETTEENTRY **palettes;
979 UINT paletteConversionShader;
981 /* For rendering to a texture using glCopyTexImage */
982 BOOL render_offscreen;
983 GLenum *draw_buffers;
984 GLuint depth_blt_texture;
989 /* Cursor management */
995 UINT cursorWidth, cursorHeight;
996 GLuint cursorTexture;
997 BOOL haveHardwareCursor;
998 HCURSOR hardwareCursor;
1000 /* The Wine logo surface */
1001 IWineD3DSurface *logo_surface;
1003 /* Textures for when no other textures are mapped */
1004 UINT dummyTextureName[MAX_TEXTURES];
1006 /* Debug stream management */
1009 /* Device state management */
1011 BOOL d3d_initialized;
1013 /* A flag to check for proper BeginScene / EndScene call pairs */
1016 /* process vertex shaders using software or hardware */
1017 BOOL softwareVertexProcessing;
1019 /* DirectDraw stuff */
1020 DWORD ddraw_width, ddraw_height;
1021 WINED3DFORMAT ddraw_format;
1023 /* Final position fixup constant */
1026 /* With register combiners we can skip junk texture stages */
1027 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1028 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1029 BOOL fixed_function_usage_map[MAX_TEXTURES];
1031 /* Stream source management */
1032 WineDirect3DVertexStridedData strided_streams;
1033 WineDirect3DVertexStridedData *up_strided;
1034 BOOL useDrawStridedSlow;
1037 /* Context management */
1038 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1039 WineD3DContext *activeContext;
1042 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1043 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1045 /* High level patch management */
1046 #define PATCHMAP_SIZE 43
1047 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1048 struct list patches[PATCHMAP_SIZE];
1049 struct WineD3DRectPatch *currentPatch;
1052 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1054 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1055 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1056 float Z, DWORD Stencil);
1057 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1058 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1059 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1060 DWORD idx = state >> 5;
1061 BYTE shift = state & 0x1f;
1062 return context->isStateDirty[idx] & (1 << shift);
1065 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1066 typedef struct PrivateData
1071 DWORD flags; /* DDSPD_* */
1072 DWORD uniqueness_value;
1083 /*****************************************************************************
1084 * IWineD3DResource implementation structure
1086 typedef struct IWineD3DResourceClass
1088 /* IUnknown fields */
1089 LONG ref; /* Note: Ref counting not required */
1091 /* WineD3DResource Information */
1093 WINED3DRESOURCETYPE resourceType;
1094 IWineD3DDeviceImpl *wineD3DDevice;
1098 WINED3DFORMAT format;
1100 BYTE *allocatedMemory; /* Pointer to the real data location */
1101 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1102 struct list privateData;
1103 struct list resource_list_entry;
1105 } IWineD3DResourceClass;
1107 typedef struct IWineD3DResourceImpl
1109 /* IUnknown & WineD3DResource Information */
1110 const IWineD3DResourceVtbl *lpVtbl;
1111 IWineD3DResourceClass resource;
1112 } IWineD3DResourceImpl;
1114 /* Tests show that the start address of resources is 32 byte aligned */
1115 #define RESOURCE_ALIGNMENT 32
1117 /*****************************************************************************
1118 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1120 enum vbo_conversion_type {
1124 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1126 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1127 * fixed function semantics as D3DCOLOR or FLOAT16
1131 typedef struct IWineD3DVertexBufferImpl
1133 /* IUnknown & WineD3DResource Information */
1134 const IWineD3DVertexBufferVtbl *lpVtbl;
1135 IWineD3DResourceClass resource;
1137 /* WineD3DVertexBuffer specifics */
1140 /* Vertex buffer object support */
1147 UINT dirtystart, dirtyend;
1150 LONG declChanges, draws;
1151 /* Last description of the buffer */
1152 DWORD stride; /* 0 if no conversion */
1153 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1155 /* Extra load offsets, for FLOAT16 conversion */
1156 DWORD *conv_shift; /* NULL if no shifted conversion */
1157 DWORD conv_stride; /* 0 if no shifted conversion */
1158 } IWineD3DVertexBufferImpl;
1160 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1162 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1163 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1164 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1165 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1167 /*****************************************************************************
1168 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1170 typedef struct IWineD3DIndexBufferImpl
1172 /* IUnknown & WineD3DResource Information */
1173 const IWineD3DIndexBufferVtbl *lpVtbl;
1174 IWineD3DResourceClass resource;
1177 UINT dirtystart, dirtyend;
1180 /* WineD3DVertexBuffer specifics */
1181 } IWineD3DIndexBufferImpl;
1183 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1185 /*****************************************************************************
1186 * IWineD3DBaseTexture D3D- > openGL state map lookups
1188 #define WINED3DFUNC_NOTSUPPORTED -2
1189 #define WINED3DFUNC_UNIMPLEMENTED -1
1191 typedef enum winetexturestates {
1192 WINED3DTEXSTA_ADDRESSU = 0,
1193 WINED3DTEXSTA_ADDRESSV = 1,
1194 WINED3DTEXSTA_ADDRESSW = 2,
1195 WINED3DTEXSTA_BORDERCOLOR = 3,
1196 WINED3DTEXSTA_MAGFILTER = 4,
1197 WINED3DTEXSTA_MINFILTER = 5,
1198 WINED3DTEXSTA_MIPFILTER = 6,
1199 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1200 WINED3DTEXSTA_MAXANISOTROPY = 8,
1201 WINED3DTEXSTA_SRGBTEXTURE = 9,
1202 WINED3DTEXSTA_ELEMENTINDEX = 10,
1203 WINED3DTEXSTA_DMAPOFFSET = 11,
1204 WINED3DTEXSTA_TSSADDRESSW = 12,
1205 MAX_WINETEXTURESTATES = 13,
1206 } winetexturestates;
1208 /*****************************************************************************
1209 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1211 typedef struct IWineD3DBaseTextureClass
1217 WINED3DTEXTUREFILTERTYPE filterType;
1218 DWORD states[MAX_WINETEXTURESTATES];
1222 UINT srgb_mode_change_count;
1223 WINED3DFORMAT shader_conversion_group;
1224 float pow2Matrix[16];
1225 minMipLookup_t *minMipLookup;
1226 magLookup_t *magLookup;
1227 } IWineD3DBaseTextureClass;
1229 typedef struct IWineD3DBaseTextureImpl
1231 /* IUnknown & WineD3DResource Information */
1232 const IWineD3DBaseTextureVtbl *lpVtbl;
1233 IWineD3DResourceClass resource;
1234 IWineD3DBaseTextureClass baseTexture;
1236 } IWineD3DBaseTextureImpl;
1238 /*****************************************************************************
1239 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1241 typedef struct IWineD3DTextureImpl
1243 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1244 const IWineD3DTextureVtbl *lpVtbl;
1245 IWineD3DResourceClass resource;
1246 IWineD3DBaseTextureClass baseTexture;
1248 /* IWineD3DTexture */
1249 IWineD3DSurface *surfaces[MAX_LEVELS];
1256 } IWineD3DTextureImpl;
1258 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1260 /*****************************************************************************
1261 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1263 typedef struct IWineD3DCubeTextureImpl
1265 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1266 const IWineD3DCubeTextureVtbl *lpVtbl;
1267 IWineD3DResourceClass resource;
1268 IWineD3DBaseTextureClass baseTexture;
1270 /* IWineD3DCubeTexture */
1271 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1274 } IWineD3DCubeTextureImpl;
1276 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1278 typedef struct _WINED3DVOLUMET_DESC
1283 } WINED3DVOLUMET_DESC;
1285 /*****************************************************************************
1286 * IWineD3DVolume implementation structure (extends IUnknown)
1288 typedef struct IWineD3DVolumeImpl
1290 /* IUnknown & WineD3DResource fields */
1291 const IWineD3DVolumeVtbl *lpVtbl;
1292 IWineD3DResourceClass resource;
1294 /* WineD3DVolume Information */
1295 WINED3DVOLUMET_DESC currentDesc;
1296 IWineD3DBase *container;
1301 WINED3DBOX lockedBox;
1302 WINED3DBOX dirtyBox;
1306 } IWineD3DVolumeImpl;
1308 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1310 /*****************************************************************************
1311 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1313 typedef struct IWineD3DVolumeTextureImpl
1315 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1316 const IWineD3DVolumeTextureVtbl *lpVtbl;
1317 IWineD3DResourceClass resource;
1318 IWineD3DBaseTextureClass baseTexture;
1320 /* IWineD3DVolumeTexture */
1321 IWineD3DVolume *volumes[MAX_LEVELS];
1326 } IWineD3DVolumeTextureImpl;
1328 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1330 typedef struct _WINED3DSURFACET_DESC
1332 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1333 DWORD MultiSampleQuality;
1336 } WINED3DSURFACET_DESC;
1338 /*****************************************************************************
1339 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1341 typedef struct wineD3DSurface_DIB {
1347 } wineD3DSurface_DIB;
1354 } renderbuffer_entry_t;
1359 IWineD3DSurface **render_targets;
1360 IWineD3DSurface *depth_stencil;
1365 /*****************************************************************************
1366 * IWineD3DClipp implementation structure
1368 typedef struct IWineD3DClipperImpl
1370 const IWineD3DClipperVtbl *lpVtbl;
1375 } IWineD3DClipperImpl;
1378 /*****************************************************************************
1379 * IWineD3DSurface implementation structure
1381 struct IWineD3DSurfaceImpl
1383 /* IUnknown & IWineD3DResource Information */
1384 const IWineD3DSurfaceVtbl *lpVtbl;
1385 IWineD3DResourceClass resource;
1387 /* IWineD3DSurface fields */
1388 IWineD3DBase *container;
1389 WINED3DSURFACET_DESC currentDesc;
1390 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1391 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1395 /* TODO: move this off into a management class(maybe!) */
1402 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1403 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1405 /* Oversized texture */
1414 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1416 glDescriptor glDescription;
1420 wineD3DSurface_DIB dib;
1423 /* Color keys for DDraw */
1424 WINEDDCOLORKEY DestBltCKey;
1425 WINEDDCOLORKEY DestOverlayCKey;
1426 WINEDDCOLORKEY SrcOverlayCKey;
1427 WINEDDCOLORKEY SrcBltCKey;
1430 WINEDDCOLORKEY glCKey;
1432 struct list renderbuffers;
1433 renderbuffer_entry_t *current_renderbuffer;
1435 /* DirectDraw clippers */
1436 IWineD3DClipper *clipper;
1438 /* DirectDraw Overlay handling */
1439 RECT overlay_srcrect;
1440 RECT overlay_destrect;
1441 IWineD3DSurfaceImpl *overlay_dest;
1442 struct list overlays;
1443 struct list overlay_entry;
1446 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1447 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1449 /* Predeclare the shared Surface functions */
1450 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1451 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1452 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1453 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1454 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1455 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1456 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1457 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1458 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1459 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1460 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1463 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1464 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1465 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1467 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1470 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1471 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1476 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1479 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1480 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1481 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1482 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1483 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1485 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1487 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1488 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1489 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1490 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1492 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1494 /* Surface flags: */
1495 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1496 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1497 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1498 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1499 #define SFLAG_DISCARD 0x00000010 /* ??? */
1500 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1501 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1502 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1503 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1504 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1505 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1506 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1507 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1508 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1509 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1510 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1511 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1512 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1513 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1514 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1515 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1516 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1517 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1519 /* In some conditions the surface memory must not be freed:
1520 * SFLAG_OVERSIZE: Not all data can be kept in GL
1521 * SFLAG_CONVERTED: Converting the data back would take too long
1522 * SFLAG_DIBSECTION: The dib code manages the memory
1523 * SFLAG_LOCKED: The app requires access to the surface data
1524 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1525 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1526 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1527 * SFLAG_CLIENT: OpenGL uses our memory as backup
1529 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1531 SFLAG_DIBSECTION | \
1539 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1543 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1545 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1547 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1552 CONVERT_PALETTED_CK,
1556 CONVERT_CK_4444_ARGB,
1561 CONVERT_CK_8888_ARGB,
1574 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1576 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1578 /*****************************************************************************
1579 * IWineD3DVertexDeclaration implementation structure
1581 typedef struct attrib_declaration {
1584 } attrib_declaration;
1586 #define MAX_ATTRIBS 16
1588 typedef struct IWineD3DVertexDeclarationImpl {
1589 /* IUnknown Information */
1590 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1594 IWineD3DDeviceImpl *wineD3DDevice;
1596 WINED3DVERTEXELEMENT *pDeclarationWine;
1598 UINT declarationWNumElements;
1600 DWORD streams[MAX_STREAMS];
1602 BOOL position_transformed;
1603 BOOL half_float_conv_needed;
1605 /* Ordered array of declaration types that need swizzling in a vshader */
1606 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1607 UINT num_swizzled_attribs;
1608 } IWineD3DVertexDeclarationImpl;
1610 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1612 /*****************************************************************************
1613 * IWineD3DStateBlock implementation structure
1616 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1617 /* Note: Very long winded but gl Lists are not flexible enough */
1618 /* to resolve everything we need, so doing it manually for now */
1619 typedef struct SAVEDSTATES {
1623 BOOL streamSource[MAX_STREAMS];
1624 BOOL streamFreq[MAX_STREAMS];
1625 BOOL textures[MAX_COMBINED_SAMPLERS];
1626 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1628 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1629 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1630 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1631 BOOL clipplane[MAX_CLIPPLANES];
1634 BOOL pixelShaderConstantsB[MAX_CONST_B];
1635 BOOL pixelShaderConstantsI[MAX_CONST_I];
1636 BOOL *pixelShaderConstantsF;
1638 BOOL vertexShaderConstantsB[MAX_CONST_B];
1639 BOOL vertexShaderConstantsI[MAX_CONST_I];
1640 BOOL *vertexShaderConstantsF;
1655 struct IWineD3DStateBlockImpl
1657 /* IUnknown fields */
1658 const IWineD3DStateBlockVtbl *lpVtbl;
1659 LONG ref; /* Note: Ref counting not required */
1661 /* IWineD3DStateBlock information */
1663 IWineD3DDeviceImpl *wineD3DDevice;
1664 WINED3DSTATEBLOCKTYPE blockType;
1666 /* Array indicating whether things have been set or changed */
1667 SAVEDSTATES changed;
1668 struct list set_vconstantsF;
1669 struct list set_pconstantsF;
1671 /* Drawing - Vertex Shader or FVF related */
1673 /* Vertex Shader Declaration */
1674 IWineD3DVertexDeclaration *vertexDecl;
1676 IWineD3DVertexShader *vertexShader;
1678 /* Vertex Shader Constants */
1679 BOOL vertexShaderConstantB[MAX_CONST_B];
1680 INT vertexShaderConstantI[MAX_CONST_I * 4];
1681 float *vertexShaderConstantF;
1685 UINT streamStride[MAX_STREAMS];
1686 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1687 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1688 UINT streamFreq[MAX_STREAMS + 1];
1689 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1692 IWineD3DIndexBuffer* pIndexData;
1693 INT baseVertexIndex;
1694 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1697 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1699 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1700 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1701 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1702 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1703 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1706 double clipplane[MAX_CLIPPLANES][4];
1707 WINED3DCLIPSTATUS clip_status;
1710 WINED3DVIEWPORT viewport;
1713 WINED3DMATERIAL material;
1716 IWineD3DPixelShader *pixelShader;
1718 /* Pixel Shader Constants */
1719 BOOL pixelShaderConstantB[MAX_CONST_B];
1720 INT pixelShaderConstantI[MAX_CONST_I * 4];
1721 float *pixelShaderConstantF;
1724 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1727 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1728 int textureDimensions[MAX_COMBINED_SAMPLERS];
1730 /* Texture State Stage */
1731 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1732 DWORD lowest_disabled_stage;
1733 /* Sampler States */
1734 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1736 /* Scissor test rectangle */
1739 /* Contained state management */
1740 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1741 unsigned int num_contained_render_states;
1742 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1743 unsigned int num_contained_transform_states;
1744 DWORD contained_vs_consts_i[MAX_CONST_I];
1745 unsigned int num_contained_vs_consts_i;
1746 DWORD contained_vs_consts_b[MAX_CONST_B];
1747 unsigned int num_contained_vs_consts_b;
1748 DWORD *contained_vs_consts_f;
1749 unsigned int num_contained_vs_consts_f;
1750 DWORD contained_ps_consts_i[MAX_CONST_I];
1751 unsigned int num_contained_ps_consts_i;
1752 DWORD contained_ps_consts_b[MAX_CONST_B];
1753 unsigned int num_contained_ps_consts_b;
1754 DWORD *contained_ps_consts_f;
1755 unsigned int num_contained_ps_consts_f;
1756 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1757 unsigned int num_contained_tss_states;
1758 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1759 unsigned int num_contained_sampler_states;
1762 extern void stateblock_savedstates_set(
1763 IWineD3DStateBlock* iface,
1764 SAVEDSTATES* states,
1767 extern void stateblock_savedstates_copy(
1768 IWineD3DStateBlock* iface,
1770 SAVEDSTATES* source);
1772 extern void stateblock_copy(
1773 IWineD3DStateBlock* destination,
1774 IWineD3DStateBlock* source);
1776 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1778 /* Direct3D terminology with little modifications. We do not have an issued state
1779 * because only the driver knows about it, but we have a created state because d3d
1780 * allows GetData on a created issue, but opengl doesn't
1787 /*****************************************************************************
1788 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1790 typedef struct IWineD3DQueryImpl
1792 const IWineD3DQueryVtbl *lpVtbl;
1793 LONG ref; /* Note: Ref counting not required */
1796 /*TODO: replace with iface usage */
1798 IWineD3DDevice *wineD3DDevice;
1800 IWineD3DDeviceImpl *wineD3DDevice;
1803 /* IWineD3DQuery fields */
1804 enum query_state state;
1805 WINED3DQUERYTYPE type;
1806 /* TODO: Think about using a IUnknown instead of a void* */
1810 } IWineD3DQueryImpl;
1812 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1813 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1814 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1816 /* Datastructures for IWineD3DQueryImpl.extendedData */
1817 typedef struct WineQueryOcclusionData {
1819 WineD3DContext *ctx;
1820 } WineQueryOcclusionData;
1822 typedef struct WineQueryEventData {
1824 WineD3DContext *ctx;
1825 } WineQueryEventData;
1827 /*****************************************************************************
1828 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1831 typedef struct IWineD3DSwapChainImpl
1834 const IWineD3DSwapChainVtbl *lpVtbl;
1835 LONG ref; /* Note: Ref counting not required */
1838 IWineD3DDeviceImpl *wineD3DDevice;
1840 /* IWineD3DSwapChain fields */
1841 IWineD3DSurface **backBuffer;
1842 IWineD3DSurface *frontBuffer;
1843 WINED3DPRESENT_PARAMETERS presentParms;
1844 DWORD orig_width, orig_height;
1845 WINED3DFORMAT orig_fmt;
1846 WINED3DGAMMARAMP orig_gamma;
1848 long prev_time, frames; /* Performance tracking */
1849 unsigned int vSyncCounter;
1851 WineD3DContext **context; /* Later a array for multithreading */
1852 unsigned int num_contexts;
1855 } IWineD3DSwapChainImpl;
1857 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1858 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1859 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1861 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1862 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1863 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1864 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1865 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1866 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1868 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1869 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1870 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1871 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1872 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1874 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1876 /*****************************************************************************
1877 * Utility function prototypes
1880 /* Trace routines */
1881 const char* debug_d3dformat(WINED3DFORMAT fmt);
1882 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1883 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1884 const char* debug_d3dusage(DWORD usage);
1885 const char* debug_d3dusagequery(DWORD usagequery);
1886 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1887 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1888 const char* debug_d3ddeclusage(BYTE usage);
1889 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1890 const char* debug_d3drenderstate(DWORD state);
1891 const char* debug_d3dsamplerstate(DWORD state);
1892 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1893 const char* debug_d3dtexturestate(DWORD state);
1894 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1895 const char* debug_d3dpool(WINED3DPOOL pool);
1896 const char *debug_fbostatus(GLenum status);
1897 const char *debug_glerror(GLenum error);
1898 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1899 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1900 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1902 /* Routines for GL <-> D3D values */
1903 GLenum StencilOp(DWORD op);
1904 GLenum CompareFunc(DWORD func);
1905 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1906 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1907 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1908 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1909 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1910 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1911 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1913 void surface_force_reload(IWineD3DSurface *iface);
1914 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1915 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1916 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1917 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1918 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
1919 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
1921 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1922 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1925 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1926 unsigned int count_bits(unsigned int mask);
1928 /*****************************************************************************
1929 * To enable calling of inherited functions, requires prototypes
1931 * Note: Only require classes which are subclassed, ie resource, basetexture,
1933 /*** IUnknown methods ***/
1934 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1935 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1936 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1937 /*** IWineD3DResource methods ***/
1938 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1939 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1940 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1941 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1942 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1943 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1944 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1945 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1946 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1947 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1948 /*** class static members ***/
1949 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1951 /*** IUnknown methods ***/
1952 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1953 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1954 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1955 /*** IWineD3DResource methods ***/
1956 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1957 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1958 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1959 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1960 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1961 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1962 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1963 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1964 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1965 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1966 /*** IWineD3DBaseTexture methods ***/
1967 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1968 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1969 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1970 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1971 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1972 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1973 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1974 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1976 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1977 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1978 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1979 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1980 /*** class static members ***/
1981 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1984 /* TODO: Make this dynamic, based on shader limits ? */
1985 #define MAX_REG_ADDR 1
1986 #define MAX_REG_TEMP 32
1987 #define MAX_REG_TEXCRD 8
1988 #define MAX_REG_INPUT 12
1989 #define MAX_REG_OUTPUT 12
1990 #define MAX_CONST_I 16
1991 #define MAX_CONST_B 16
1993 /* FIXME: This needs to go up to 2048 for
1994 * Shader model 3 according to msdn (and for software shaders) */
1995 #define MAX_LABELS 16
1997 typedef struct semantic {
2002 typedef struct local_constant {
2008 typedef struct shader_reg_maps {
2010 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2011 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2012 char address[MAX_REG_ADDR]; /* vertex */
2013 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2014 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2015 char attributes[MAX_ATTRIBS]; /* vertex */
2016 char labels[MAX_LABELS]; /* pixel, vertex */
2017 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2019 /* Sampler usage tokens
2020 * Use 0 as default (bit 31 is always 1 on a valid token) */
2021 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2022 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2023 char usesnrm, vpos, usesdsy;
2026 /* Whether or not loops are used in this shader, and nesting depth */
2027 unsigned loop_depth;
2029 /* Whether or not this shader uses fog */
2034 /* Undocumented opcode controls */
2035 #define INST_CONTROLS_SHIFT 16
2036 #define INST_CONTROLS_MASK 0x00ff0000
2038 typedef enum COMPARISON_TYPE {
2047 typedef struct SHADER_OPCODE {
2048 unsigned int opcode;
2052 CONST UINT num_params;
2053 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2058 typedef struct SHADER_OPCODE_ARG {
2059 IWineD3DBaseShader* shader;
2060 shader_reg_maps* reg_maps;
2061 CONST SHADER_OPCODE* opcode;
2068 SHADER_BUFFER* buffer;
2069 } SHADER_OPCODE_ARG;
2071 typedef struct SHADER_LIMITS {
2072 unsigned int temporary;
2073 unsigned int texcoord;
2074 unsigned int sampler;
2075 unsigned int constant_int;
2076 unsigned int constant_float;
2077 unsigned int constant_bool;
2078 unsigned int address;
2079 unsigned int packed_output;
2080 unsigned int packed_input;
2081 unsigned int attributes;
2085 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2086 maintain state information between multiple codes */
2087 typedef struct SHADER_PARSE_STATE {
2088 unsigned int current_row;
2089 DWORD texcoord_w[2];
2090 } SHADER_PARSE_STATE;
2093 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2095 #define PRINTF_ATTR(fmt,args)
2098 /* Base Shader utility functions.
2099 * (may move callers into the same file in the future) */
2100 extern int shader_addline(
2101 SHADER_BUFFER* buffer,
2102 const char* fmt, ...) PRINTF_ATTR(2,3);
2104 extern const SHADER_OPCODE* shader_get_opcode(
2105 IWineD3DBaseShader *iface,
2108 /* Vertex shader utility functions */
2109 extern BOOL vshader_get_input(
2110 IWineD3DVertexShader* iface,
2111 BYTE usage_req, BYTE usage_idx_req,
2112 unsigned int* regnum);
2114 extern BOOL vshader_input_is_color(
2115 IWineD3DVertexShader* iface,
2116 unsigned int regnum);
2118 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2120 /* GLSL helper functions */
2121 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2123 /*****************************************************************************
2124 * IDirect3DBaseShader implementation structure
2126 typedef struct IWineD3DBaseShaderClass
2130 SHADER_LIMITS limits;
2131 SHADER_PARSE_STATE parse_state;
2132 CONST SHADER_OPCODE *shader_ins;
2134 UINT functionLength;
2137 UINT cur_loop_depth, cur_loop_regno;
2138 BOOL load_local_constsF;
2140 /* Type of shader backend */
2143 /* Programs this shader is linked with */
2144 struct list linked_programs;
2146 /* Immediate constants (override global ones) */
2147 struct list constantsB;
2148 struct list constantsF;
2149 struct list constantsI;
2150 shader_reg_maps reg_maps;
2152 /* Pixel formats of sampled textures, for format conversion. This
2153 * represents the formats found during compilation, it is not initialized
2154 * on the first parser pass. It is needed to check if the shader
2155 * needs recompilation to adjust the format conversion
2157 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2158 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2159 UINT num_sampled_samplers;
2161 UINT recompile_count;
2163 /* Pointer to the parent device */
2164 IWineD3DDevice *device;
2165 struct list shader_list_entry;
2167 } IWineD3DBaseShaderClass;
2169 typedef struct IWineD3DBaseShaderImpl {
2171 const IWineD3DBaseShaderVtbl *lpVtbl;
2173 /* IWineD3DBaseShader */
2174 IWineD3DBaseShaderClass baseShader;
2175 } IWineD3DBaseShaderImpl;
2177 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2178 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2179 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2181 extern HRESULT shader_get_registers_used(
2182 IWineD3DBaseShader *iface,
2183 shader_reg_maps* reg_maps,
2184 semantic* semantics_in,
2185 semantic* semantics_out,
2186 CONST DWORD* pToken,
2187 IWineD3DStateBlockImpl *stateBlock);
2189 extern void shader_generate_main(
2190 IWineD3DBaseShader *iface,
2191 SHADER_BUFFER* buffer,
2192 shader_reg_maps* reg_maps,
2193 CONST DWORD* pFunction);
2195 extern void shader_dump_ins_modifiers(
2196 const DWORD output);
2198 extern void shader_dump_param(
2199 IWineD3DBaseShader *iface,
2201 const DWORD addr_token,
2204 extern void shader_trace_init(
2205 IWineD3DBaseShader *iface,
2206 const DWORD* pFunction);
2208 extern int shader_get_param(
2209 IWineD3DBaseShader* iface,
2210 const DWORD* pToken,
2214 extern int shader_skip_unrecognized(
2215 IWineD3DBaseShader* iface,
2216 const DWORD* pToken);
2218 static inline int shader_get_regtype(const DWORD param) {
2219 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2220 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2223 static inline int shader_get_writemask(const DWORD param) {
2224 return param & WINED3DSP_WRITEMASK_ALL;
2227 extern unsigned int shader_get_float_offset(const DWORD reg);
2229 static inline BOOL shader_is_pshader_version(DWORD token) {
2230 return 0xFFFF0000 == (token & 0xFFFF0000);
2233 static inline BOOL shader_is_vshader_version(DWORD token) {
2234 return 0xFFFE0000 == (token & 0xFFFF0000);
2237 static inline BOOL shader_is_comment(DWORD token) {
2238 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2241 static inline BOOL shader_is_scalar(DWORD param) {
2242 DWORD reg_type = shader_get_regtype(param);
2246 case WINED3DSPR_RASTOUT:
2247 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2254 case WINED3DSPR_DEPTHOUT: /* oDepth */
2255 case WINED3DSPR_CONSTBOOL: /* b# */
2256 case WINED3DSPR_LOOP: /* aL */
2257 case WINED3DSPR_PREDICATE: /* p0 */
2260 case WINED3DSPR_MISCTYPE:
2261 reg_num = param & WINED3DSP_REGNUM_MASK;
2276 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2277 local_constant* lconst;
2279 if(This->baseShader.load_local_constsF) return FALSE;
2280 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2281 if(lconst->idx == reg) return TRUE;
2287 /*****************************************************************************
2288 * IDirect3DVertexShader implementation structure
2290 typedef struct IWineD3DVertexShaderImpl {
2292 const IWineD3DVertexShaderVtbl *lpVtbl;
2294 /* IWineD3DBaseShader */
2295 IWineD3DBaseShaderClass baseShader;
2297 /* IWineD3DVertexShaderImpl */
2302 /* Vertex shader input and output semantics */
2303 semantic semantics_in [MAX_ATTRIBS];
2304 semantic semantics_out [MAX_REG_OUTPUT];
2306 /* Ordered array of attributes that are swizzled */
2307 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2308 UINT num_swizzled_attribs;
2310 /* run time data... */
2312 UINT min_rel_offset, max_rel_offset;
2315 UINT recompile_count;
2316 #if 0 /* needs reworking */
2318 VSHADERINPUTDATA input;
2319 VSHADEROUTPUTDATA output;
2321 } IWineD3DVertexShaderImpl;
2322 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2323 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2325 /*****************************************************************************
2326 * IDirect3DPixelShader implementation structure
2329 enum vertexprocessing_mode {
2335 struct stb_const_desc {
2340 typedef struct IWineD3DPixelShaderImpl {
2341 /* IUnknown parts */
2342 const IWineD3DPixelShaderVtbl *lpVtbl;
2344 /* IWineD3DBaseShader */
2345 IWineD3DBaseShaderClass baseShader;
2347 /* IWineD3DPixelShaderImpl */
2350 /* Pixel shader input semantics */
2351 semantic semantics_in [MAX_REG_INPUT];
2352 DWORD input_reg_map[MAX_REG_INPUT];
2353 BOOL input_reg_used[MAX_REG_INPUT];
2354 int declared_in_count;
2359 /* Some information about the shader behavior */
2360 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2361 char numbumpenvmatconsts;
2362 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2364 char srgb_mode_hardcoded;
2365 UINT srgb_low_const;
2366 UINT srgb_cmp_const;
2368 BOOL render_offscreen;
2370 enum vertexprocessing_mode vertexprocessing;
2372 #if 0 /* needs reworking */
2373 PSHADERINPUTDATA input;
2374 PSHADEROUTPUTDATA output;
2376 } IWineD3DPixelShaderImpl;
2378 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2379 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2381 /* sRGB correction constants */
2382 static const float srgb_cmp = 0.0031308;
2383 static const float srgb_mul_low = 12.92;
2384 static const float srgb_pow = 0.41666;
2385 static const float srgb_mul_high = 1.055;
2386 static const float srgb_sub_high = 0.055;
2388 /*****************************************************************************
2389 * IWineD3DPalette implementation structure
2391 struct IWineD3DPaletteImpl {
2392 /* IUnknown parts */
2393 const IWineD3DPaletteVtbl *lpVtbl;
2397 IWineD3DDeviceImpl *wineD3DDevice;
2399 /* IWineD3DPalette */
2401 WORD palVersion; /*| */
2402 WORD palNumEntries; /*| LOGPALETTE */
2403 PALETTEENTRY palents[256]; /*| */
2404 /* This is to store the palette in 'screen format' */
2405 int screen_palents[256];
2409 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2410 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2412 /* DirectDraw utility functions */
2413 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2415 /*****************************************************************************
2416 * Pixel format management
2419 WINED3DFORMAT format;
2420 DWORD alphaMask, redMask, greenMask, blueMask;
2422 short depthSize, stencilSize;
2424 } StaticPixelFormatDesc;
2426 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2427 WineD3D_GL_Info *gl_info,
2428 const GlPixelFormatDesc **glDesc);
2430 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2431 return (device->vs_selected_mode != SHADER_NONE
2432 && device->stateBlock->vertexShader
2433 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2434 && !device->strided_streams.u.s.position_transformed);
2437 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2438 return (device->ps_selected_mode != SHADER_NONE
2439 && device->stateBlock->pixelShader
2440 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2443 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2444 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2445 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);