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);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 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 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
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 {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
252 extern const shader_backend_t atifs_shader_backend;
253 extern const shader_backend_t glsl_shader_backend;
254 extern const shader_backend_t arb_program_shader_backend;
255 extern const shader_backend_t none_shader_backend;
257 /* GLSL shader private data */
258 struct shader_glsl_priv {
259 hash_table_t *glsl_program_lookup;
260 struct glsl_shader_prog_link *glsl_program;
261 GLhandleARB depth_blt_glsl_program_id;
264 /* ARB_program_shader private data */
265 struct shader_arb_priv {
266 GLuint current_vprogram_id;
267 GLuint current_fprogram_id;
268 GLuint depth_blt_vprogram_id;
269 GLuint depth_blt_fprogram_id;
270 BOOL use_arbfp_fixed_func;
271 hash_table_t *fragment_shaders;
276 extern void (*wine_tsx11_lock_ptr)(void);
277 extern void (*wine_tsx11_unlock_ptr)(void);
279 /* As GLX relies on X, this is needed */
283 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
284 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
286 #define ENTER_GL() wine_tsx11_lock_ptr()
287 #define LEAVE_GL() wine_tsx11_unlock_ptr()
290 /*****************************************************************************
294 /* GL related defines */
295 /* ------------------ */
296 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
297 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
298 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
299 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
301 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
302 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
303 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
304 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
306 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
311 #define D3DCOLORTOGLFLOAT4(dw, vec) \
312 (vec)[0] = D3DCOLOR_R(dw); \
313 (vec)[1] = D3DCOLOR_G(dw); \
314 (vec)[2] = D3DCOLOR_B(dw); \
315 (vec)[3] = D3DCOLOR_A(dw);
317 /* DirectX Device Limits */
318 /* --------------------- */
319 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
321 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
322 See MaxStreams in MSDN under GetDeviceCaps */
323 /* Maximum number of constants provided to the shaders */
324 #define HIGHEST_TRANSFORMSTATE 512
325 /* Highest value in WINED3DTRANSFORMSTATETYPE */
327 /* Checking of API calls */
328 /* --------------------- */
329 #define checkGLcall(A) \
331 GLint err = glGetError(); \
332 if (err == GL_NO_ERROR) { \
333 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
336 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
337 debug_glerror(err), err, A, __FILE__, __LINE__); \
338 err = glGetError(); \
339 } while (err != GL_NO_ERROR); \
342 /* Trace routines / diagnostics */
343 /* ---------------------------- */
345 /* Dump out a matrix and copy it */
346 #define conv_mat(mat,gl_mat) \
348 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
349 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
350 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
351 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
352 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
355 /* Macro to dump out the current state of the light chain */
356 #define DUMP_LIGHT_CHAIN() \
358 PLIGHTINFOEL *el = This->stateBlock->lights;\
360 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
365 /* Trace vector and strided data information */
366 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
367 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
368 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);
370 /* Defines used for optimizations */
372 /* Only reapply what is necessary */
373 #define REAPPLY_ALPHAOP 0x0001
374 #define REAPPLY_ALL 0xFFFF
376 /* Advance declaration of structures to satisfy compiler */
377 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
378 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
379 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
380 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
382 /* Global variables */
383 extern const float identity[16];
385 /*****************************************************************************
386 * Compilable extra diagnostics
389 /* Trace information per-vertex: (extremely high amount of trace) */
390 #if 0 /* NOTE: Must be 0 in cvs */
391 # define VTRACE(A) TRACE A
396 /* Checking of per-vertex related GL calls */
397 /* --------------------- */
398 #define vcheckGLcall(A) \
400 GLint err = glGetError(); \
401 if (err == GL_NO_ERROR) { \
402 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
405 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
406 debug_glerror(err), err, A, __FILE__, __LINE__); \
407 err = glGetError(); \
408 } while (err != GL_NO_ERROR); \
411 /* TODO: Confirm each of these works when wined3d move completed */
412 #if 0 /* NOTE: Must be 0 in cvs */
413 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
414 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
415 is enabled, and if it doesn't exist it is disabled. */
416 # define FRAME_DEBUGGING
417 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
418 the file is deleted */
419 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
420 # define SINGLE_FRAME_DEBUGGING
422 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
423 It can only be enabled when FRAME_DEBUGGING is also enabled
424 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
427 # define SHOW_FRAME_MAKEUP 1
429 /* The following, when enabled, lets you see the makeup of the all the textures used during each
430 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
431 The contents of the textures assigned to each stage are written into
432 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 # define SHOW_TEXTURE_MAKEUP 0
437 extern BOOL isDumpingFrames;
438 extern LONG primCounter;
441 /*****************************************************************************
445 /* Routine common to the draw primitive and draw indexed primitive routines */
446 void drawPrimitive(IWineD3DDevice *iface,
450 long StartVertexIndex,
451 UINT numberOfVertices,
457 void primitiveDeclarationConvertToStridedData(
458 IWineD3DDevice *iface,
459 BOOL useVertexShaderFunction,
460 WineDirect3DVertexStridedData *strided,
463 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
465 typedef void (*glAttribFunc)(void *data);
466 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
467 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
468 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
469 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
470 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
474 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
475 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
477 void depth_copy(IWineD3DDevice *iface);
479 /* Routines and structures related to state management */
480 typedef struct WineD3DContext WineD3DContext;
481 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
483 #define STATE_RENDER(a) (a)
484 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
486 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
487 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
489 /* + 1 because samplers start with 0 */
490 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
491 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
493 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
494 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
496 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
497 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
499 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
500 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
501 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
502 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
504 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
505 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
507 #define STATE_VSHADER (STATE_VDECL + 1)
508 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
510 #define STATE_VIEWPORT (STATE_VSHADER + 1)
511 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
513 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
514 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
515 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
516 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
518 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
519 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
521 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
522 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
524 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
525 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
527 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
529 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
531 #define STATE_HIGHEST (STATE_FRONTFACE)
535 DWORD representative;
536 APPLYSTATEFUNC apply;
539 struct StateEntryTemplate
542 struct StateEntry content;
543 GL_SupportedExt extension;
546 struct fragment_caps {
547 DWORD PrimitiveMiscCaps;
550 DWORD MaxTextureBlendStages;
551 DWORD MaxSimultaneousTextures;
554 struct fragment_pipeline {
555 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
556 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
557 HRESULT (*alloc_private)(IWineD3DDevice *iface);
558 void (*free_private)(IWineD3DDevice *iface);
559 const struct StateEntryTemplate *states;
562 extern const struct StateEntryTemplate misc_state_template[];
563 extern const struct StateEntryTemplate ffp_vertexstate_template[];
564 extern const struct fragment_pipeline ffp_fragment_pipeline;
565 extern const struct fragment_pipeline atifs_fragment_pipeline;
566 extern const struct fragment_pipeline arbfp_fragment_pipeline;
567 extern const struct fragment_pipeline nvts_fragment_pipeline;
568 extern const struct fragment_pipeline nvrc_fragment_pipeline;
570 /* "Base" state table */
571 void compile_state_table(struct StateEntry *StateTable,
572 APPLYSTATEFUNC **dev_multistate_funcs,
573 WineD3D_GL_Info *gl_info,
574 const struct StateEntryTemplate *vertex,
575 const struct fragment_pipeline *fragment,
576 const struct StateEntryTemplate *misc);
578 /* The new context manager that should deal with onscreen and offscreen rendering */
579 struct WineD3DContext {
580 /* State dirtification
581 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
582 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
583 * 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
584 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
586 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
587 DWORD numDirtyEntries;
588 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
590 IWineD3DSurface *surface;
591 DWORD tid; /* Thread ID which owns this context at the moment */
593 /* Stores some information about the context state for optimization */
594 GLint last_draw_buffer;
595 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
596 BOOL last_was_pshader;
597 BOOL last_was_vshader;
598 BOOL last_was_foggy_shader;
599 BOOL namedArraysLoaded, numberedArraysLoaded;
600 BOOL lastWasPow2Texture[MAX_TEXTURES];
601 GLenum tracking_parm; /* Which source is tracking current colour */
602 unsigned char num_untracked_materials;
603 GLenum untracked_materials[2];
604 BOOL last_was_blit, last_was_ckey;
606 char texShaderBumpMap;
609 char *vshader_const_dirty, *pshader_const_dirty;
611 /* The actual opengl context */
620 typedef enum ContextUsage {
621 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
622 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
623 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
624 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
627 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
628 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
629 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
630 void apply_fbo_state(IWineD3DDevice *iface);
632 /* Macros for doing basic GPU detection based on opengl capabilities */
633 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
634 #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])
635 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
636 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
638 /* Default callbacks for implicit object destruction */
639 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
641 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
643 /*****************************************************************************
644 * Internal representation of a light
646 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
647 struct PLIGHTINFOEL {
648 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
655 /* Converted parms to speed up swapping lights */
664 /* The default light parameters */
665 extern const WINED3DLIGHT WINED3D_default_light;
667 typedef struct WineD3D_PixelFormat
669 int iPixelFormat; /* WGL pixel format */
670 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
671 int redSize, greenSize, blueSize, alphaSize;
672 int depthSize, stencilSize;
674 BOOL pbufferDrawable;
678 } WineD3D_PixelFormat;
680 /* The adapter structure */
681 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
682 struct WineD3DAdapter
687 WineD3D_GL_Info gl_info;
689 const char *description;
690 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
692 WineD3D_PixelFormat *cfgs;
693 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
694 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
695 unsigned int UsedTextureRam;
698 extern BOOL InitAdapters(void);
699 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
700 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
702 /*****************************************************************************
703 * High order patch management
705 struct WineD3DRectPatch
709 WineDirect3DVertexStridedData strided;
710 WINED3DRECTPATCH_INFO RectPatchInfo;
712 char has_normals, has_texcoords;
716 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
718 enum projection_types
740 /*****************************************************************************
741 * Fixed function pipeline replacements
743 struct texture_stage_op
745 unsigned cop : 5, aop : 5;
746 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
747 unsigned tex_type : 3;
749 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
750 unsigned projected : 2;
751 WINED3DFORMAT color_correction;
754 struct ffp_settings {
755 struct texture_stage_op op[MAX_TEXTURES];
766 struct ffp_settings settings;
769 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
770 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings);
771 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc);
772 BOOL ffp_program_key_compare(void *keya, void *keyb);
773 unsigned int ffp_program_key_hash(void *key);
775 /*****************************************************************************
776 * IWineD3D implementation structure
778 typedef struct IWineD3DImpl
780 /* IUnknown fields */
781 const IWineD3DVtbl *lpVtbl;
782 LONG ref; /* Note: Ref counting not required */
784 /* WineD3D Information */
789 extern const IWineD3DVtbl IWineD3D_Vtbl;
791 /* TODO: setup some flags in the registry to enable, disable pbuffer support
792 (since it will break quite a few things until contexts are managed properly!) */
793 extern BOOL pbuffer_support;
794 /* allocate one pbuffer per surface */
795 extern BOOL pbuffer_per_surface;
797 /* A helper function that dumps a resource list */
798 void dumpResources(struct list *list);
800 /*****************************************************************************
801 * IWineD3DDevice implementation structure
803 struct IWineD3DDeviceImpl
805 /* IUnknown fields */
806 const IWineD3DDeviceVtbl *lpVtbl;
807 LONG ref; /* Note: Ref counting not required */
809 /* WineD3D Information */
812 struct WineD3DAdapter *adapter;
814 /* Window styles to restore when switching fullscreen mode */
818 /* X and GL Information */
819 GLint maxConcurrentLights;
820 GLenum offscreenBuffer;
822 /* Selected capabilities */
823 int vs_selected_mode;
824 int ps_selected_mode;
825 const shader_backend_t *shader_backend;
828 struct StateEntry StateTable[STATE_HIGHEST + 1];
829 /* Array of functions for states which are handled by more than one pipeline part */
830 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
831 const struct fragment_pipeline *frag_pipe;
834 BOOL view_ident; /* true iff view matrix is identity */
836 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
837 unsigned char surface_alignment; /* Line Alignment of surfaces */
839 /* State block related */
840 BOOL isRecordingState;
841 IWineD3DStateBlockImpl *stateBlock;
842 IWineD3DStateBlockImpl *updateStateBlock;
845 /* Internal use fields */
846 WINED3DDEVICE_CREATION_PARAMETERS createParms;
848 WINED3DDEVTYPE devType;
850 IWineD3DSwapChain **swapchains;
851 UINT NumberOfSwapChains;
853 struct list resources; /* a linked list to track resources created by the device */
854 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
855 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
857 /* Render Target Support */
858 IWineD3DSurface **render_targets;
859 IWineD3DSurface *auto_depth_stencil_buffer;
860 IWineD3DSurface **fbo_color_attachments;
861 IWineD3DSurface *fbo_depth_attachment;
863 IWineD3DSurface *stencilBufferTarget;
865 /* Caches to avoid unneeded context changes */
866 IWineD3DSurface *lastActiveRenderTarget;
867 IWineD3DSwapChain *lastActiveSwapChain;
869 /* palettes texture management */
870 UINT NumberOfPalettes;
871 PALETTEENTRY **palettes;
873 UINT paletteConversionShader;
875 /* For rendering to a texture using glCopyTexImage */
876 BOOL render_offscreen;
880 GLenum *draw_buffers;
881 GLuint depth_blt_texture;
886 /* Cursor management */
892 UINT cursorWidth, cursorHeight;
893 GLuint cursorTexture;
894 BOOL haveHardwareCursor;
895 HCURSOR hardwareCursor;
897 /* The Wine logo surface */
898 IWineD3DSurface *logo_surface;
900 /* Textures for when no other textures are mapped */
901 UINT dummyTextureName[MAX_TEXTURES];
903 /* Debug stream management */
906 /* Device state management */
908 BOOL d3d_initialized;
910 /* A flag to check for proper BeginScene / EndScene call pairs */
913 /* process vertex shaders using software or hardware */
914 BOOL softwareVertexProcessing;
916 /* DirectDraw stuff */
918 IWineD3DSurface *ddraw_primary;
919 DWORD ddraw_width, ddraw_height;
920 WINED3DFORMAT ddraw_format;
921 BOOL ddraw_fullscreen;
923 /* Final position fixup constant */
926 /* With register combiners we can skip junk texture stages */
927 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
928 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
929 BOOL fixed_function_usage_map[MAX_TEXTURES];
931 /* Stream source management */
932 WineDirect3DVertexStridedData strided_streams;
933 WineDirect3DVertexStridedData *up_strided;
934 BOOL useDrawStridedSlow;
937 /* Context management */
938 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
939 WineD3DContext *activeContext;
942 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
943 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
945 /* High level patch management */
946 #define PATCHMAP_SIZE 43
947 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
948 struct list patches[PATCHMAP_SIZE];
949 struct WineD3DRectPatch *currentPatch;
952 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
954 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
955 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
956 float Z, DWORD Stencil);
957 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
958 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
959 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
960 DWORD idx = state >> 5;
961 BYTE shift = state & 0x1f;
962 return context->isStateDirty[idx] & (1 << shift);
965 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
966 typedef struct PrivateData
971 DWORD flags; /* DDSPD_* */
972 DWORD uniqueness_value;
983 /*****************************************************************************
984 * IWineD3DResource implementation structure
986 typedef struct IWineD3DResourceClass
988 /* IUnknown fields */
989 LONG ref; /* Note: Ref counting not required */
991 /* WineD3DResource Information */
993 WINED3DRESOURCETYPE resourceType;
994 IWineD3DDeviceImpl *wineD3DDevice;
998 WINED3DFORMAT format;
999 BYTE *allocatedMemory; /* Pointer to the real data location */
1000 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1001 struct list privateData;
1002 struct list resource_list_entry;
1004 } IWineD3DResourceClass;
1006 typedef struct IWineD3DResourceImpl
1008 /* IUnknown & WineD3DResource Information */
1009 const IWineD3DResourceVtbl *lpVtbl;
1010 IWineD3DResourceClass resource;
1011 } IWineD3DResourceImpl;
1013 /* Tests show that the start address of resources is 32 byte aligned */
1014 #define RESOURCE_ALIGNMENT 32
1016 /*****************************************************************************
1017 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1019 enum vbo_conversion_type {
1023 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1025 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1026 * fixed function semantics as D3DCOLOR or FLOAT16
1030 typedef struct IWineD3DVertexBufferImpl
1032 /* IUnknown & WineD3DResource Information */
1033 const IWineD3DVertexBufferVtbl *lpVtbl;
1034 IWineD3DResourceClass resource;
1036 /* WineD3DVertexBuffer specifics */
1039 /* Vertex buffer object support */
1046 UINT dirtystart, dirtyend;
1049 LONG declChanges, draws;
1050 /* Last description of the buffer */
1051 DWORD stride; /* 0 if no conversion */
1052 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1054 /* Extra load offsets, for FLOAT16 conversion */
1055 DWORD *conv_shift; /* NULL if no shifted conversion */
1056 DWORD conv_stride; /* 0 if no shifted conversion */
1057 } IWineD3DVertexBufferImpl;
1059 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1061 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1062 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1063 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1064 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1066 /*****************************************************************************
1067 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1069 typedef struct IWineD3DIndexBufferImpl
1071 /* IUnknown & WineD3DResource Information */
1072 const IWineD3DIndexBufferVtbl *lpVtbl;
1073 IWineD3DResourceClass resource;
1076 UINT dirtystart, dirtyend;
1079 /* WineD3DVertexBuffer specifics */
1080 } IWineD3DIndexBufferImpl;
1082 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1084 /*****************************************************************************
1085 * IWineD3DBaseTexture D3D- > openGL state map lookups
1087 #define WINED3DFUNC_NOTSUPPORTED -2
1088 #define WINED3DFUNC_UNIMPLEMENTED -1
1090 typedef enum winetexturestates {
1091 WINED3DTEXSTA_ADDRESSU = 0,
1092 WINED3DTEXSTA_ADDRESSV = 1,
1093 WINED3DTEXSTA_ADDRESSW = 2,
1094 WINED3DTEXSTA_BORDERCOLOR = 3,
1095 WINED3DTEXSTA_MAGFILTER = 4,
1096 WINED3DTEXSTA_MINFILTER = 5,
1097 WINED3DTEXSTA_MIPFILTER = 6,
1098 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1099 WINED3DTEXSTA_MAXANISOTROPY = 8,
1100 WINED3DTEXSTA_SRGBTEXTURE = 9,
1101 WINED3DTEXSTA_ELEMENTINDEX = 10,
1102 WINED3DTEXSTA_DMAPOFFSET = 11,
1103 WINED3DTEXSTA_TSSADDRESSW = 12,
1104 MAX_WINETEXTURESTATES = 13,
1105 } winetexturestates;
1107 /*****************************************************************************
1108 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1110 typedef struct IWineD3DBaseTextureClass
1116 WINED3DTEXTUREFILTERTYPE filterType;
1117 DWORD states[MAX_WINETEXTURESTATES];
1121 UINT srgb_mode_change_count;
1122 WINED3DFORMAT shader_conversion_group;
1123 float pow2Matrix[16];
1124 minMipLookup_t *minMipLookup;
1125 magLookup_t *magLookup;
1126 } IWineD3DBaseTextureClass;
1128 typedef struct IWineD3DBaseTextureImpl
1130 /* IUnknown & WineD3DResource Information */
1131 const IWineD3DBaseTextureVtbl *lpVtbl;
1132 IWineD3DResourceClass resource;
1133 IWineD3DBaseTextureClass baseTexture;
1135 } IWineD3DBaseTextureImpl;
1137 /*****************************************************************************
1138 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1140 typedef struct IWineD3DTextureImpl
1142 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1143 const IWineD3DTextureVtbl *lpVtbl;
1144 IWineD3DResourceClass resource;
1145 IWineD3DBaseTextureClass baseTexture;
1147 /* IWineD3DTexture */
1148 IWineD3DSurface *surfaces[MAX_LEVELS];
1155 } IWineD3DTextureImpl;
1157 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1159 /*****************************************************************************
1160 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1162 typedef struct IWineD3DCubeTextureImpl
1164 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1165 const IWineD3DCubeTextureVtbl *lpVtbl;
1166 IWineD3DResourceClass resource;
1167 IWineD3DBaseTextureClass baseTexture;
1169 /* IWineD3DCubeTexture */
1170 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1173 } IWineD3DCubeTextureImpl;
1175 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1177 typedef struct _WINED3DVOLUMET_DESC
1182 } WINED3DVOLUMET_DESC;
1184 /*****************************************************************************
1185 * IWineD3DVolume implementation structure (extends IUnknown)
1187 typedef struct IWineD3DVolumeImpl
1189 /* IUnknown & WineD3DResource fields */
1190 const IWineD3DVolumeVtbl *lpVtbl;
1191 IWineD3DResourceClass resource;
1193 /* WineD3DVolume Information */
1194 WINED3DVOLUMET_DESC currentDesc;
1195 IWineD3DBase *container;
1200 WINED3DBOX lockedBox;
1201 WINED3DBOX dirtyBox;
1205 } IWineD3DVolumeImpl;
1207 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1209 /*****************************************************************************
1210 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1212 typedef struct IWineD3DVolumeTextureImpl
1214 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1215 const IWineD3DVolumeTextureVtbl *lpVtbl;
1216 IWineD3DResourceClass resource;
1217 IWineD3DBaseTextureClass baseTexture;
1219 /* IWineD3DVolumeTexture */
1220 IWineD3DVolume *volumes[MAX_LEVELS];
1225 } IWineD3DVolumeTextureImpl;
1227 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1229 typedef struct _WINED3DSURFACET_DESC
1231 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1232 DWORD MultiSampleQuality;
1235 } WINED3DSURFACET_DESC;
1237 /*****************************************************************************
1238 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1240 typedef struct wineD3DSurface_DIB {
1246 } wineD3DSurface_DIB;
1253 } renderbuffer_entry_t;
1255 /*****************************************************************************
1256 * IWineD3DClipp implementation structure
1258 typedef struct IWineD3DClipperImpl
1260 const IWineD3DClipperVtbl *lpVtbl;
1265 } IWineD3DClipperImpl;
1268 /*****************************************************************************
1269 * IWineD3DSurface implementation structure
1271 struct IWineD3DSurfaceImpl
1273 /* IUnknown & IWineD3DResource Information */
1274 const IWineD3DSurfaceVtbl *lpVtbl;
1275 IWineD3DResourceClass resource;
1277 /* IWineD3DSurface fields */
1278 IWineD3DBase *container;
1279 WINED3DSURFACET_DESC currentDesc;
1280 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1281 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1285 /* TODO: move this off into a management class(maybe!) */
1291 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1292 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1294 /* Oversized texture */
1303 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1305 glDescriptor glDescription;
1309 wineD3DSurface_DIB dib;
1312 /* Color keys for DDraw */
1313 WINEDDCOLORKEY DestBltCKey;
1314 WINEDDCOLORKEY DestOverlayCKey;
1315 WINEDDCOLORKEY SrcOverlayCKey;
1316 WINEDDCOLORKEY SrcBltCKey;
1319 WINEDDCOLORKEY glCKey;
1321 struct list renderbuffers;
1322 renderbuffer_entry_t *current_renderbuffer;
1324 /* DirectDraw clippers */
1325 IWineD3DClipper *clipper;
1328 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1329 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1331 /* Predeclare the shared Surface functions */
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1333 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1339 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1340 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1341 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1346 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1347 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1348 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1349 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1350 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1351 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1352 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1353 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1355 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1361 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1365 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1367 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1369 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1370 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1371 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1372 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1374 /* Surface flags: */
1375 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1376 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1377 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1378 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1379 #define SFLAG_DISCARD 0x00000010 /* ??? */
1380 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1381 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1382 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1383 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1384 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1385 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1386 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1387 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1388 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1389 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1390 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1391 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1392 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1393 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1394 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1395 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1396 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1398 /* In some conditions the surface memory must not be freed:
1399 * SFLAG_OVERSIZE: Not all data can be kept in GL
1400 * SFLAG_CONVERTED: Converting the data back would take too long
1401 * SFLAG_DIBSECTION: The dib code manages the memory
1402 * SFLAG_LOCKED: The app requires access to the surface data
1403 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1404 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1405 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1406 * SFLAG_CLIENT: OpenGL uses our memory as backup
1408 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1410 SFLAG_DIBSECTION | \
1418 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1422 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1425 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1430 CONVERT_PALETTED_CK,
1434 CONVERT_CK_4444_ARGB,
1439 CONVERT_CK_8888_ARGB,
1452 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);
1454 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1456 /*****************************************************************************
1457 * IWineD3DVertexDeclaration implementation structure
1459 typedef struct attrib_declaration {
1462 } attrib_declaration;
1464 #define MAX_ATTRIBS 16
1466 typedef struct IWineD3DVertexDeclarationImpl {
1467 /* IUnknown Information */
1468 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1472 IWineD3DDeviceImpl *wineD3DDevice;
1474 WINED3DVERTEXELEMENT *pDeclarationWine;
1475 UINT declarationWNumElements;
1477 DWORD streams[MAX_STREAMS];
1479 BOOL position_transformed;
1480 BOOL half_float_conv_needed;
1482 /* Ordered array of declaration types that need swizzling in a vshader */
1483 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1484 UINT num_swizzled_attribs;
1485 } IWineD3DVertexDeclarationImpl;
1487 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1489 /*****************************************************************************
1490 * IWineD3DStateBlock implementation structure
1493 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1494 /* Note: Very long winded but gl Lists are not flexible enough */
1495 /* to resolve everything we need, so doing it manually for now */
1496 typedef struct SAVEDSTATES {
1500 BOOL streamSource[MAX_STREAMS];
1501 BOOL streamFreq[MAX_STREAMS];
1502 BOOL textures[MAX_COMBINED_SAMPLERS];
1503 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1505 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1506 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1507 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1508 BOOL clipplane[MAX_CLIPPLANES];
1511 BOOL pixelShaderConstantsB[MAX_CONST_B];
1512 BOOL pixelShaderConstantsI[MAX_CONST_I];
1513 BOOL *pixelShaderConstantsF;
1515 BOOL vertexShaderConstantsB[MAX_CONST_B];
1516 BOOL vertexShaderConstantsI[MAX_CONST_I];
1517 BOOL *vertexShaderConstantsF;
1532 struct IWineD3DStateBlockImpl
1534 /* IUnknown fields */
1535 const IWineD3DStateBlockVtbl *lpVtbl;
1536 LONG ref; /* Note: Ref counting not required */
1538 /* IWineD3DStateBlock information */
1540 IWineD3DDeviceImpl *wineD3DDevice;
1541 WINED3DSTATEBLOCKTYPE blockType;
1543 /* Array indicating whether things have been set or changed */
1544 SAVEDSTATES changed;
1545 struct list set_vconstantsF;
1546 struct list set_pconstantsF;
1548 /* Drawing - Vertex Shader or FVF related */
1550 /* Vertex Shader Declaration */
1551 IWineD3DVertexDeclaration *vertexDecl;
1553 IWineD3DVertexShader *vertexShader;
1555 /* Vertex Shader Constants */
1556 BOOL vertexShaderConstantB[MAX_CONST_B];
1557 INT vertexShaderConstantI[MAX_CONST_I * 4];
1558 float *vertexShaderConstantF;
1562 UINT streamStride[MAX_STREAMS];
1563 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1564 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1565 UINT streamFreq[MAX_STREAMS + 1];
1566 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1569 IWineD3DIndexBuffer* pIndexData;
1570 INT baseVertexIndex;
1571 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1574 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1576 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1577 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1578 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1579 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1580 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1583 double clipplane[MAX_CLIPPLANES][4];
1584 WINED3DCLIPSTATUS clip_status;
1587 WINED3DVIEWPORT viewport;
1590 WINED3DMATERIAL material;
1593 IWineD3DPixelShader *pixelShader;
1595 /* Pixel Shader Constants */
1596 BOOL pixelShaderConstantB[MAX_CONST_B];
1597 INT pixelShaderConstantI[MAX_CONST_I * 4];
1598 float *pixelShaderConstantF;
1601 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1604 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1605 int textureDimensions[MAX_COMBINED_SAMPLERS];
1607 /* Texture State Stage */
1608 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1609 DWORD lowest_disabled_stage;
1610 /* Sampler States */
1611 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1613 /* Scissor test rectangle */
1616 /* Contained state management */
1617 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1618 unsigned int num_contained_render_states;
1619 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1620 unsigned int num_contained_transform_states;
1621 DWORD contained_vs_consts_i[MAX_CONST_I];
1622 unsigned int num_contained_vs_consts_i;
1623 DWORD contained_vs_consts_b[MAX_CONST_B];
1624 unsigned int num_contained_vs_consts_b;
1625 DWORD *contained_vs_consts_f;
1626 unsigned int num_contained_vs_consts_f;
1627 DWORD contained_ps_consts_i[MAX_CONST_I];
1628 unsigned int num_contained_ps_consts_i;
1629 DWORD contained_ps_consts_b[MAX_CONST_B];
1630 unsigned int num_contained_ps_consts_b;
1631 DWORD *contained_ps_consts_f;
1632 unsigned int num_contained_ps_consts_f;
1633 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1634 unsigned int num_contained_tss_states;
1635 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1636 unsigned int num_contained_sampler_states;
1639 extern void stateblock_savedstates_set(
1640 IWineD3DStateBlock* iface,
1641 SAVEDSTATES* states,
1644 extern void stateblock_savedstates_copy(
1645 IWineD3DStateBlock* iface,
1647 SAVEDSTATES* source);
1649 extern void stateblock_copy(
1650 IWineD3DStateBlock* destination,
1651 IWineD3DStateBlock* source);
1653 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1655 /* Direct3D terminology with little modifications. We do not have an issued state
1656 * because only the driver knows about it, but we have a created state because d3d
1657 * allows GetData on a created issue, but opengl doesn't
1664 /*****************************************************************************
1665 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1667 typedef struct IWineD3DQueryImpl
1669 const IWineD3DQueryVtbl *lpVtbl;
1670 LONG ref; /* Note: Ref counting not required */
1673 /*TODO: replace with iface usage */
1675 IWineD3DDevice *wineD3DDevice;
1677 IWineD3DDeviceImpl *wineD3DDevice;
1680 /* IWineD3DQuery fields */
1681 enum query_state state;
1682 WINED3DQUERYTYPE type;
1683 /* TODO: Think about using a IUnknown instead of a void* */
1687 } IWineD3DQueryImpl;
1689 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1690 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1691 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1693 /* Datastructures for IWineD3DQueryImpl.extendedData */
1694 typedef struct WineQueryOcclusionData {
1696 WineD3DContext *ctx;
1697 } WineQueryOcclusionData;
1699 typedef struct WineQueryEventData {
1701 WineD3DContext *ctx;
1702 } WineQueryEventData;
1704 /*****************************************************************************
1705 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1708 typedef struct IWineD3DSwapChainImpl
1711 const IWineD3DSwapChainVtbl *lpVtbl;
1712 LONG ref; /* Note: Ref counting not required */
1715 IWineD3DDeviceImpl *wineD3DDevice;
1717 /* IWineD3DSwapChain fields */
1718 IWineD3DSurface **backBuffer;
1719 IWineD3DSurface *frontBuffer;
1720 BOOL wantsDepthStencilBuffer;
1721 WINED3DPRESENT_PARAMETERS presentParms;
1722 DWORD orig_width, orig_height;
1723 WINED3DFORMAT orig_fmt;
1724 WINED3DGAMMARAMP orig_gamma;
1726 long prev_time, frames; /* Performance tracking */
1727 unsigned int vSyncCounter;
1729 WineD3DContext **context; /* Later a array for multithreading */
1730 unsigned int num_contexts;
1733 } IWineD3DSwapChainImpl;
1735 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1737 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1739 /*****************************************************************************
1740 * Utility function prototypes
1743 /* Trace routines */
1744 const char* debug_d3dformat(WINED3DFORMAT fmt);
1745 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1746 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1747 const char* debug_d3dusage(DWORD usage);
1748 const char* debug_d3dusagequery(DWORD usagequery);
1749 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1750 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1751 const char* debug_d3ddeclusage(BYTE usage);
1752 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1753 const char* debug_d3drenderstate(DWORD state);
1754 const char* debug_d3dsamplerstate(DWORD state);
1755 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1756 const char* debug_d3dtexturestate(DWORD state);
1757 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1758 const char* debug_d3dpool(WINED3DPOOL pool);
1759 const char *debug_fbostatus(GLenum status);
1760 const char *debug_glerror(GLenum error);
1761 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1762 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1763 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1765 /* Routines for GL <-> D3D values */
1766 GLenum StencilOp(DWORD op);
1767 GLenum CompareFunc(DWORD func);
1768 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1769 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);
1770 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1771 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1772 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1773 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1774 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1776 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1777 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1778 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1779 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1781 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1782 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1785 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1786 unsigned int count_bits(unsigned int mask);
1788 /*****************************************************************************
1789 * To enable calling of inherited functions, requires prototypes
1791 * Note: Only require classes which are subclassed, ie resource, basetexture,
1793 /*** IUnknown methods ***/
1794 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1795 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1796 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1797 /*** IWineD3DResource methods ***/
1798 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1799 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1800 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1801 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1802 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1803 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1804 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1805 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1806 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1807 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1808 /*** class static members ***/
1809 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1811 /*** IUnknown methods ***/
1812 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1813 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1814 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1815 /*** IWineD3DResource methods ***/
1816 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1817 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1818 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1819 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1820 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1821 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1822 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1823 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1824 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1825 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1826 /*** IWineD3DBaseTexture methods ***/
1827 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1828 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1829 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1830 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1831 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1832 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1833 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1834 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1836 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1837 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1838 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1839 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1840 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1841 /*** class static members ***/
1842 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1844 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1846 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1847 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1848 * used if the user is using GLSL shaders. */
1849 struct glsl_shader_prog_link {
1850 struct list vshader_entry;
1851 struct list pshader_entry;
1852 GLhandleARB programId;
1853 GLhandleARB *vuniformF_locations;
1854 GLhandleARB *puniformF_locations;
1855 GLhandleARB vuniformI_locations[MAX_CONST_I];
1856 GLhandleARB puniformI_locations[MAX_CONST_I];
1857 GLhandleARB posFixup_location;
1858 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1859 GLhandleARB luminancescale_location[MAX_TEXTURES];
1860 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1861 GLhandleARB srgb_comparison_location;
1862 GLhandleARB srgb_mul_low_location;
1863 GLhandleARB ycorrection_location;
1864 GLenum vertex_color_clamp;
1865 GLhandleARB vshader;
1866 GLhandleARB pshader;
1870 GLhandleARB vshader;
1871 GLhandleARB pshader;
1872 } glsl_program_key_t;
1874 /* TODO: Make this dynamic, based on shader limits ? */
1875 #define MAX_REG_ADDR 1
1876 #define MAX_REG_TEMP 32
1877 #define MAX_REG_TEXCRD 8
1878 #define MAX_REG_INPUT 12
1879 #define MAX_REG_OUTPUT 12
1880 #define MAX_CONST_I 16
1881 #define MAX_CONST_B 16
1883 /* FIXME: This needs to go up to 2048 for
1884 * Shader model 3 according to msdn (and for software shaders) */
1885 #define MAX_LABELS 16
1887 typedef struct semantic {
1892 typedef struct local_constant {
1898 typedef struct shader_reg_maps {
1900 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1901 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1902 char address[MAX_REG_ADDR]; /* vertex */
1903 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1904 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1905 char attributes[MAX_ATTRIBS]; /* vertex */
1906 char labels[MAX_LABELS]; /* pixel, vertex */
1907 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1909 /* Sampler usage tokens
1910 * Use 0 as default (bit 31 is always 1 on a valid token) */
1911 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1912 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1913 char usesnrm, vpos, usesdsy;
1916 /* Whether or not loops are used in this shader, and nesting depth */
1917 unsigned loop_depth;
1919 /* Whether or not this shader uses fog */
1924 /* Undocumented opcode controls */
1925 #define INST_CONTROLS_SHIFT 16
1926 #define INST_CONTROLS_MASK 0x00ff0000
1928 typedef enum COMPARISON_TYPE {
1937 typedef struct SHADER_OPCODE {
1938 unsigned int opcode;
1942 CONST UINT num_params;
1943 SHADER_HANDLER hw_fct;
1944 SHADER_HANDLER hw_glsl_fct;
1949 typedef struct SHADER_OPCODE_ARG {
1950 IWineD3DBaseShader* shader;
1951 shader_reg_maps* reg_maps;
1952 CONST SHADER_OPCODE* opcode;
1959 SHADER_BUFFER* buffer;
1960 } SHADER_OPCODE_ARG;
1962 typedef struct SHADER_LIMITS {
1963 unsigned int temporary;
1964 unsigned int texcoord;
1965 unsigned int sampler;
1966 unsigned int constant_int;
1967 unsigned int constant_float;
1968 unsigned int constant_bool;
1969 unsigned int address;
1970 unsigned int packed_output;
1971 unsigned int packed_input;
1972 unsigned int attributes;
1976 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1977 maintain state information between multiple codes */
1978 typedef struct SHADER_PARSE_STATE {
1979 unsigned int current_row;
1980 DWORD texcoord_w[2];
1981 } SHADER_PARSE_STATE;
1984 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1986 #define PRINTF_ATTR(fmt,args)
1989 /* Base Shader utility functions.
1990 * (may move callers into the same file in the future) */
1991 extern int shader_addline(
1992 SHADER_BUFFER* buffer,
1993 const char* fmt, ...) PRINTF_ATTR(2,3);
1995 extern const SHADER_OPCODE* shader_get_opcode(
1996 IWineD3DBaseShader *iface,
1999 /* Vertex shader utility functions */
2000 extern BOOL vshader_get_input(
2001 IWineD3DVertexShader* iface,
2002 BYTE usage_req, BYTE usage_idx_req,
2003 unsigned int* regnum);
2005 extern BOOL vshader_input_is_color(
2006 IWineD3DVertexShader* iface,
2007 unsigned int regnum);
2009 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2011 /* ARB_[vertex/fragment]_program helper functions */
2012 extern void shader_arb_load_constants(
2013 IWineD3DDevice* device,
2014 char usePixelShader,
2015 char useVertexShader);
2017 /* ARB shader program Prototypes */
2018 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2020 /* ARB pixel shader prototypes */
2021 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2022 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2023 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2024 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2025 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2026 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2027 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2028 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2045 /* ARB vertex / pixel shader common prototypes */
2046 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2047 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2048 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2050 /* ARB vertex shader prototypes */
2051 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2052 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2054 /* GLSL helper functions */
2055 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2056 extern void shader_glsl_load_constants(
2057 IWineD3DDevice* device,
2058 char usePixelShader,
2059 char useVertexShader);
2061 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2062 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2097 /** GLSL Pixel Shader Prototypes */
2098 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2099 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2100 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2101 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_input_pack(
2119 SHADER_BUFFER* buffer,
2120 semantic* semantics_out,
2121 IWineD3DPixelShader *iface);
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_glsl_declarations(
2190 IWineD3DBaseShader *iface,
2191 shader_reg_maps* reg_maps,
2192 SHADER_BUFFER* buffer,
2193 WineD3D_GL_Info* gl_info);
2195 extern void shader_generate_arb_declarations(
2196 IWineD3DBaseShader *iface,
2197 shader_reg_maps* reg_maps,
2198 SHADER_BUFFER* buffer,
2199 WineD3D_GL_Info* gl_info);
2201 extern void shader_generate_main(
2202 IWineD3DBaseShader *iface,
2203 SHADER_BUFFER* buffer,
2204 shader_reg_maps* reg_maps,
2205 CONST DWORD* pFunction);
2207 extern void shader_dump_ins_modifiers(
2208 const DWORD output);
2210 extern void shader_dump_param(
2211 IWineD3DBaseShader *iface,
2213 const DWORD addr_token,
2216 extern void shader_trace_init(
2217 IWineD3DBaseShader *iface,
2218 const DWORD* pFunction);
2220 extern int shader_get_param(
2221 IWineD3DBaseShader* iface,
2222 const DWORD* pToken,
2226 extern int shader_skip_unrecognized(
2227 IWineD3DBaseShader* iface,
2228 const DWORD* pToken);
2230 extern void print_glsl_info_log(
2231 WineD3D_GL_Info *gl_info,
2234 static inline int shader_get_regtype(const DWORD param) {
2235 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2236 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2239 static inline int shader_get_writemask(const DWORD param) {
2240 return param & WINED3DSP_WRITEMASK_ALL;
2243 extern unsigned int shader_get_float_offset(const DWORD reg);
2245 static inline BOOL shader_is_pshader_version(DWORD token) {
2246 return 0xFFFF0000 == (token & 0xFFFF0000);
2249 static inline BOOL shader_is_vshader_version(DWORD token) {
2250 return 0xFFFE0000 == (token & 0xFFFF0000);
2253 static inline BOOL shader_is_comment(DWORD token) {
2254 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2257 static inline BOOL shader_is_scalar(DWORD param) {
2258 DWORD reg_type = shader_get_regtype(param);
2262 case WINED3DSPR_RASTOUT:
2263 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2270 case WINED3DSPR_DEPTHOUT: /* oDepth */
2271 case WINED3DSPR_CONSTBOOL: /* b# */
2272 case WINED3DSPR_LOOP: /* aL */
2273 case WINED3DSPR_PREDICATE: /* p0 */
2276 case WINED3DSPR_MISCTYPE:
2277 reg_num = param & WINED3DSP_REGNUM_MASK;
2292 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2293 local_constant* lconst;
2295 if(This->baseShader.load_local_constsF) return FALSE;
2296 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2297 if(lconst->idx == reg) return TRUE;
2303 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2304 * so upload them above that
2306 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2307 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2309 /*****************************************************************************
2310 * IDirect3DVertexShader implementation structure
2312 typedef struct IWineD3DVertexShaderImpl {
2314 const IWineD3DVertexShaderVtbl *lpVtbl;
2316 /* IWineD3DBaseShader */
2317 IWineD3DBaseShaderClass baseShader;
2319 /* IWineD3DVertexShaderImpl */
2324 /* Vertex shader input and output semantics */
2325 semantic semantics_in [MAX_ATTRIBS];
2326 semantic semantics_out [MAX_REG_OUTPUT];
2328 /* Ordered array of attributes that are swizzled */
2329 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2330 UINT num_swizzled_attribs;
2332 /* run time data... */
2334 UINT min_rel_offset, max_rel_offset;
2337 UINT recompile_count;
2338 #if 0 /* needs reworking */
2340 VSHADERINPUTDATA input;
2341 VSHADEROUTPUTDATA output;
2343 } IWineD3DVertexShaderImpl;
2344 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2345 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2347 /*****************************************************************************
2348 * IDirect3DPixelShader implementation structure
2351 enum vertexprocessing_mode {
2357 struct stb_const_desc {
2362 typedef struct IWineD3DPixelShaderImpl {
2363 /* IUnknown parts */
2364 const IWineD3DPixelShaderVtbl *lpVtbl;
2366 /* IWineD3DBaseShader */
2367 IWineD3DBaseShaderClass baseShader;
2369 /* IWineD3DPixelShaderImpl */
2372 /* Pixel shader input semantics */
2373 semantic semantics_in [MAX_REG_INPUT];
2374 DWORD input_reg_map[MAX_REG_INPUT];
2375 BOOL input_reg_used[MAX_REG_INPUT];
2376 int declared_in_count;
2381 /* Some information about the shader behavior */
2382 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2383 char numbumpenvmatconsts;
2384 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2386 char srgb_mode_hardcoded;
2387 UINT srgb_low_const;
2388 UINT srgb_cmp_const;
2390 BOOL render_offscreen;
2392 enum vertexprocessing_mode vertexprocessing;
2394 #if 0 /* needs reworking */
2395 PSHADERINPUTDATA input;
2396 PSHADEROUTPUTDATA output;
2398 } IWineD3DPixelShaderImpl;
2400 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2401 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2403 /* sRGB correction constants */
2404 static const float srgb_cmp = 0.0031308;
2405 static const float srgb_mul_low = 12.92;
2406 static const float srgb_pow = 0.41666;
2407 static const float srgb_mul_high = 1.055;
2408 static const float srgb_sub_high = 0.055;
2410 /*****************************************************************************
2411 * IWineD3DPalette implementation structure
2413 struct IWineD3DPaletteImpl {
2414 /* IUnknown parts */
2415 const IWineD3DPaletteVtbl *lpVtbl;
2419 IWineD3DDeviceImpl *wineD3DDevice;
2421 /* IWineD3DPalette */
2423 WORD palVersion; /*| */
2424 WORD palNumEntries; /*| LOGPALETTE */
2425 PALETTEENTRY palents[256]; /*| */
2426 /* This is to store the palette in 'screen format' */
2427 int screen_palents[256];
2431 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2432 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2434 /* DirectDraw utility functions */
2435 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2437 /*****************************************************************************
2438 * Pixel format management
2441 WINED3DFORMAT format;
2442 DWORD alphaMask, redMask, greenMask, blueMask;
2444 short depthSize, stencilSize;
2446 } StaticPixelFormatDesc;
2448 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2449 WineD3D_GL_Info *gl_info,
2450 const GlPixelFormatDesc **glDesc);
2452 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2453 return (device->vs_selected_mode != SHADER_NONE
2454 && device->stateBlock->vertexShader
2455 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2456 && !device->strided_streams.u.s.position_transformed);
2459 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2460 return (device->ps_selected_mode != SHADER_NONE
2461 && device->stateBlock->pixelShader
2462 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2465 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2466 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2467 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2468 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2469 void depth_blt(IWineD3DDevice *iface, GLuint texture);