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"
41 #include "wined3d_private_types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74 typedef enum _WINELOOKUP {
75 WINELOOKUP_WARPPARAM = 0,
76 WINELOOKUP_MAGFILTER = 1,
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
84 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86 typedef struct _WINED3DGLTYPE {
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
95 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
96 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
137 #define ORM_BACKBUFFER 0
138 #define ORM_PBUFFER 1
143 #define SHADER_GLSL 2
144 #define SHADER_NONE 3
146 #define RTL_DISABLE -1
148 #define RTL_READDRAW 1
149 #define RTL_READTEX 2
150 #define RTL_TEXDRAW 3
153 /* NOTE: When adding fields to this structure, make sure to update the default
154 * values in wined3d_main.c as well. */
155 typedef struct wined3d_settings_s {
156 /* vertex and pixel shader modes */
160 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
161 we should use it. However, until it's fully implemented, we'll leave it as a registry
162 setting for developers. */
164 int offscreen_rendering_mode;
165 int rendertargetlock_mode;
166 /* Memory tracking and object counting */
167 unsigned int emulated_textureram;
168 } wined3d_settings_t;
170 extern wined3d_settings_t wined3d_settings;
172 /* Shader backends */
175 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
176 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
177 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
178 void (*shader_cleanup)(IWineD3DDevice *iface);
181 extern const shader_backend_t glsl_shader_backend;
182 extern const shader_backend_t arb_program_shader_backend;
183 extern const shader_backend_t none_shader_backend;
187 extern void (*wine_tsx11_lock_ptr)(void);
188 extern void (*wine_tsx11_unlock_ptr)(void);
190 /* As GLX relies on X, this is needed */
194 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
195 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
197 #define ENTER_GL() wine_tsx11_lock_ptr()
198 #define LEAVE_GL() wine_tsx11_unlock_ptr()
201 /*****************************************************************************
205 /* GL related defines */
206 /* ------------------ */
207 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
208 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
209 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
210 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
212 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
213 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
214 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
215 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
217 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
218 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
219 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
220 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
222 #define D3DCOLORTOGLFLOAT4(dw, vec) \
223 (vec)[0] = D3DCOLOR_R(dw); \
224 (vec)[1] = D3DCOLOR_G(dw); \
225 (vec)[2] = D3DCOLOR_B(dw); \
226 (vec)[3] = D3DCOLOR_A(dw);
228 /* DirectX Device Limits */
229 /* --------------------- */
230 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
232 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
233 See MaxStreams in MSDN under GetDeviceCaps */
234 /* Maximum number of constants provided to the shaders */
235 #define HIGHEST_TRANSFORMSTATE 512
236 /* Highest value in WINED3DTRANSFORMSTATETYPE */
237 #define MAX_PALETTES 256
239 /* Checking of API calls */
240 /* --------------------- */
241 #define checkGLcall(A) \
243 GLint err = glGetError(); \
244 if (err == GL_NO_ERROR) { \
245 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
248 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
249 err, A, __FILE__, __LINE__); \
250 err = glGetError(); \
251 } while (err != GL_NO_ERROR); \
254 /* Trace routines / diagnostics */
255 /* ---------------------------- */
257 /* Dump out a matrix and copy it */
258 #define conv_mat(mat,gl_mat) \
260 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
261 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
262 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
263 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
264 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
267 /* Macro to dump out the current state of the light chain */
268 #define DUMP_LIGHT_CHAIN() \
270 PLIGHTINFOEL *el = This->stateBlock->lights;\
272 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
277 /* Trace vector and strided data information */
278 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
279 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
281 /* Defines used for optimizations */
283 /* Only reapply what is necessary */
284 #define REAPPLY_ALPHAOP 0x0001
285 #define REAPPLY_ALL 0xFFFF
287 /* Advance declaration of structures to satisfy compiler */
288 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
289 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
290 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
291 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
295 /* TODO: Move some of this to the device */
296 long globalChangeGlRam(long glram);
298 /* Memory and object tracking */
300 /*Structure for holding information on all direct3d objects
301 useful for making sure tracking is ok and when release is called on a device!
302 and probably quite handy for debugging and dumping states out
304 typedef struct WineD3DGlobalStatistics {
305 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
306 } WineD3DGlobalStatistics;
308 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
310 /* Global variables */
311 extern const float identity[16];
313 /*****************************************************************************
314 * Compilable extra diagnostics
317 /* Trace information per-vertex: (extremely high amount of trace) */
318 #if 0 /* NOTE: Must be 0 in cvs */
319 # define VTRACE(A) TRACE A
324 /* Checking of per-vertex related GL calls */
325 /* --------------------- */
326 #define vcheckGLcall(A) \
328 GLint err = glGetError(); \
329 if (err == GL_NO_ERROR) { \
330 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
334 err, A, __FILE__, __LINE__); \
335 err = glGetError(); \
336 } while (err != GL_NO_ERROR); \
339 /* TODO: Confirm each of these works when wined3d move completed */
340 #if 0 /* NOTE: Must be 0 in cvs */
341 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
342 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
343 is enabled, and if it doesn't exist it is disabled. */
344 # define FRAME_DEBUGGING
345 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
346 the file is deleted */
347 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
348 # define SINGLE_FRAME_DEBUGGING
350 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
351 It can only be enabled when FRAME_DEBUGGING is also enabled
352 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
354 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
355 # define SHOW_FRAME_MAKEUP 1
357 /* The following, when enabled, lets you see the makeup of the all the textures used during each
358 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
359 The contents of the textures assigned to each stage are written into
360 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
361 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
362 # define SHOW_TEXTURE_MAKEUP 0
365 extern BOOL isDumpingFrames;
366 extern LONG primCounter;
369 /*****************************************************************************
373 /* Routine common to the draw primitive and draw indexed primitive routines */
374 void drawPrimitive(IWineD3DDevice *iface,
378 long StartVertexIndex,
379 UINT numberOfVertices,
385 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
387 void primitiveDeclarationConvertToStridedData(
388 IWineD3DDevice *iface,
389 BOOL useVertexShaderFunction,
390 WineDirect3DVertexStridedData *strided,
393 void primitiveConvertFVFtoOffset(DWORD thisFVF,
396 WineDirect3DVertexStridedData *strided,
400 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
404 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
405 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
407 /* Routines and structures related to state management */
408 typedef struct WineD3DContext WineD3DContext;
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
439 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
444 #define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
448 DWORD representative;
449 APPLYSTATEFUNC apply;
452 /* Global state table */
453 extern const struct StateEntry StateTable[];
455 /* The new context manager that should deal with onscreen and offscreen rendering */
456 struct WineD3DContext {
457 /* State dirtification
458 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
459 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
460 * 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
461 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
463 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
464 DWORD numDirtyEntries;
465 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
467 IWineD3DSurface *surface;
468 /* TODO: Thread this ctx belongs to */
470 /* Stores some inforation about the context state for optimization */
471 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
472 BOOL last_was_pshader;
473 BOOL last_was_vshader;
474 BOOL last_was_foggy_shader;
475 BOOL namedArraysLoaded, numberedArraysLoaded;
476 BOOL lastWasPow2Texture[MAX_TEXTURES];
477 GLenum tracking_parm; /* Which source is tracking current colour */
480 /* The actual opengl context */
487 typedef enum ContextUsage {
488 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
489 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
490 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
493 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
494 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
495 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
496 void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
498 /* Routine to fill gl caps for swapchains and IWineD3D */
499 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
501 /* Macros for doing basic GPU detection based on opengl capabilities */
502 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
503 #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])
504 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
505 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
507 /* Default callbacks for implicit object destruction */
508 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
510 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
512 /*****************************************************************************
513 * Internal representation of a light
515 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
516 struct PLIGHTINFOEL {
517 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
524 /* Converted parms to speed up swapping lights */
534 /* The default light parameters */
535 extern const WINED3DLIGHT WINED3D_default_light;
537 /*****************************************************************************
538 * IWineD3D implementation structure
540 typedef struct IWineD3DImpl
542 /* IUnknown fields */
543 const IWineD3DVtbl *lpVtbl;
544 LONG ref; /* Note: Ref counting not required */
546 /* WineD3D Information */
552 WineD3D_GL_Info gl_info;
555 extern const IWineD3DVtbl IWineD3D_Vtbl;
557 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
558 (since it will break quite a few things until contexts are managed properly!) */
559 extern BOOL pbuffer_support;
560 /* allocate one pbuffer per surface */
561 extern BOOL pbuffer_per_surface;
563 typedef struct ResourceList {
564 IWineD3DResource *resource;
565 struct ResourceList *next;
568 /* A helper function that dumps a resource list */
569 void dumpResources(ResourceList *resources);
571 /*****************************************************************************
572 * IWineD3DDevice implementation structure
574 struct IWineD3DDeviceImpl
576 /* IUnknown fields */
577 const IWineD3DDeviceVtbl *lpVtbl;
578 LONG ref; /* Note: Ref counting not required */
580 /* WineD3D Information */
584 /* Window styles to restore when switching fullscreen mode */
588 /* X and GL Information */
589 GLint maxConcurrentLights;
591 /* Selected capabilities */
592 int vs_selected_mode;
593 int ps_selected_mode;
594 const shader_backend_t *shader_backend;
597 BOOL view_ident; /* true iff view matrix is identity */
600 /* State block related */
601 BOOL isRecordingState;
602 IWineD3DStateBlockImpl *stateBlock;
603 IWineD3DStateBlockImpl *updateStateBlock;
606 /* Internal use fields */
607 WINED3DDEVICE_CREATION_PARAMETERS createParms;
609 WINED3DDEVTYPE devType;
611 IWineD3DSwapChain **swapchains;
612 uint NumberOfSwapChains;
614 ResourceList *resources; /* a linked list to track resources created by the device */
616 /* Render Target Support */
617 IWineD3DSurface **render_targets;
618 IWineD3DSurface *depthStencilBuffer;
620 IWineD3DSurface *stencilBufferTarget;
622 /* Caches to avoid unneeded context changes */
623 IWineD3DSurface *lastActiveRenderTarget;
624 IWineD3DSwapChain *lastActiveSwapChain;
626 /* palettes texture management */
627 PALETTEENTRY palettes[MAX_PALETTES][256];
630 /* For rendering to a texture using glCopyTexImage */
631 BOOL render_offscreen;
632 WINED3D_DEPTHCOPYSTATE depth_copy_state;
634 GLenum *draw_buffers;
636 /* Cursor management */
642 UINT cursorWidth, cursorHeight;
643 GLuint cursorTexture;
645 /* Textures for when no other textures are mapped */
646 UINT dummyTextureName[MAX_TEXTURES];
648 /* Debug stream management */
651 /* Device state management */
653 BOOL d3d_initialized;
655 /* A flag to check for proper BeginScene / EndScene call pairs */
658 /* process vertex shaders using software or hardware */
659 BOOL softwareVertexProcessing;
661 /* DirectDraw stuff */
663 IWineD3DSurface *ddraw_primary;
664 DWORD ddraw_width, ddraw_height;
665 WINED3DFORMAT ddraw_format;
666 BOOL ddraw_fullscreen;
668 /* List of GLSL shader programs and their associated vertex & pixel shaders */
669 struct list glsl_shader_progs;
672 /* Final position fixup constant */
675 /* With register combiners we can skip junk texture stages */
676 DWORD texUnitMap[MAX_SAMPLERS];
677 BOOL oneToOneTexUnitMap;
679 /* Stream source management */
680 WineDirect3DVertexStridedData strided_streams;
681 WineDirect3DVertexStridedData *up_strided;
682 BOOL useDrawStridedSlow;
684 /* Context management */
685 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
686 WineD3DContext *activeContext; /* Only 0 for now */
687 UINT numContexts; /* Always 1 for now */
688 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
689 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
692 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
694 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
695 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
696 DWORD idx = state >> 5;
697 BYTE shift = state & 0x1f;
698 return context->isStateDirty[idx] & (1 << shift);
701 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
702 * anybody uses it for much so a good implementation is optional. */
703 typedef struct PrivateData
705 struct PrivateData* next;
708 DWORD flags; /* DDSPD_* */
709 DWORD uniqueness_value;
720 /*****************************************************************************
721 * IWineD3DResource implementation structure
723 typedef struct IWineD3DResourceClass
725 /* IUnknown fields */
726 LONG ref; /* Note: Ref counting not required */
728 /* WineD3DResource Information */
730 WINED3DRESOURCETYPE resourceType;
731 IWineD3DDeviceImpl *wineD3DDevice;
735 WINED3DFORMAT format;
736 BYTE *allocatedMemory;
737 PrivateData *privateData;
739 } IWineD3DResourceClass;
741 typedef struct IWineD3DResourceImpl
743 /* IUnknown & WineD3DResource Information */
744 const IWineD3DResourceVtbl *lpVtbl;
745 IWineD3DResourceClass resource;
746 } IWineD3DResourceImpl;
749 /*****************************************************************************
750 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
752 typedef struct IWineD3DVertexBufferImpl
754 /* IUnknown & WineD3DResource Information */
755 const IWineD3DVertexBufferVtbl *lpVtbl;
756 IWineD3DResourceClass resource;
758 /* WineD3DVertexBuffer specifics */
761 /* Vertex buffer object support */
766 UINT dirtystart, dirtyend;
769 LONG declChanges, draws;
770 /* Last description of the buffer */
771 WineDirect3DVertexStridedData strided;
772 } IWineD3DVertexBufferImpl;
774 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
776 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
777 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
778 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
779 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
780 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
782 /*****************************************************************************
783 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
785 typedef struct IWineD3DIndexBufferImpl
787 /* IUnknown & WineD3DResource Information */
788 const IWineD3DIndexBufferVtbl *lpVtbl;
789 IWineD3DResourceClass resource;
791 /* WineD3DVertexBuffer specifics */
792 } IWineD3DIndexBufferImpl;
794 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
796 /*****************************************************************************
797 * IWineD3DBaseTexture D3D- > openGL state map lookups
799 #define WINED3DFUNC_NOTSUPPORTED -2
800 #define WINED3DFUNC_UNIMPLEMENTED -1
802 typedef enum winetexturestates {
803 WINED3DTEXSTA_ADDRESSU = 0,
804 WINED3DTEXSTA_ADDRESSV = 1,
805 WINED3DTEXSTA_ADDRESSW = 2,
806 WINED3DTEXSTA_BORDERCOLOR = 3,
807 WINED3DTEXSTA_MAGFILTER = 4,
808 WINED3DTEXSTA_MINFILTER = 5,
809 WINED3DTEXSTA_MIPFILTER = 6,
810 WINED3DTEXSTA_MAXMIPLEVEL = 7,
811 WINED3DTEXSTA_MAXANISOTROPY = 8,
812 WINED3DTEXSTA_SRGBTEXTURE = 9,
813 WINED3DTEXSTA_ELEMENTINDEX = 10,
814 WINED3DTEXSTA_DMAPOFFSET = 11,
815 WINED3DTEXSTA_TSSADDRESSW = 12,
816 MAX_WINETEXTURESTATES = 13,
819 typedef struct Wined3dTextureStateMap {
822 } Wined3dTextureStateMap;
824 /*****************************************************************************
825 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
827 typedef struct IWineD3DBaseTextureClass
831 WINED3DFORMAT format;
835 WINED3DTEXTUREFILTERTYPE filterType;
836 DWORD states[MAX_WINETEXTURESTATES];
839 } IWineD3DBaseTextureClass;
841 typedef struct IWineD3DBaseTextureImpl
843 /* IUnknown & WineD3DResource Information */
844 const IWineD3DBaseTextureVtbl *lpVtbl;
845 IWineD3DResourceClass resource;
846 IWineD3DBaseTextureClass baseTexture;
848 } IWineD3DBaseTextureImpl;
850 /*****************************************************************************
851 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
853 typedef struct IWineD3DTextureImpl
855 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
856 const IWineD3DTextureVtbl *lpVtbl;
857 IWineD3DResourceClass resource;
858 IWineD3DBaseTextureClass baseTexture;
860 /* IWineD3DTexture */
861 IWineD3DSurface *surfaces[MAX_LEVELS];
865 float pow2scalingFactorX;
866 float pow2scalingFactorY;
868 } IWineD3DTextureImpl;
870 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
872 /*****************************************************************************
873 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
875 typedef struct IWineD3DCubeTextureImpl
877 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
878 const IWineD3DCubeTextureVtbl *lpVtbl;
879 IWineD3DResourceClass resource;
880 IWineD3DBaseTextureClass baseTexture;
882 /* IWineD3DCubeTexture */
883 IWineD3DSurface *surfaces[6][MAX_LEVELS];
886 float pow2scalingFactor;
888 } IWineD3DCubeTextureImpl;
890 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
892 typedef struct _WINED3DVOLUMET_DESC
897 } WINED3DVOLUMET_DESC;
899 /*****************************************************************************
900 * IWineD3DVolume implementation structure (extends IUnknown)
902 typedef struct IWineD3DVolumeImpl
904 /* IUnknown & WineD3DResource fields */
905 const IWineD3DVolumeVtbl *lpVtbl;
906 IWineD3DResourceClass resource;
908 /* WineD3DVolume Information */
909 WINED3DVOLUMET_DESC currentDesc;
910 IWineD3DBase *container;
915 WINED3DBOX lockedBox;
920 } IWineD3DVolumeImpl;
922 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
924 /*****************************************************************************
925 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
927 typedef struct IWineD3DVolumeTextureImpl
929 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
930 const IWineD3DVolumeTextureVtbl *lpVtbl;
931 IWineD3DResourceClass resource;
932 IWineD3DBaseTextureClass baseTexture;
934 /* IWineD3DVolumeTexture */
935 IWineD3DVolume *volumes[MAX_LEVELS];
940 } IWineD3DVolumeTextureImpl;
942 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
944 typedef struct _WINED3DSURFACET_DESC
946 WINED3DMULTISAMPLE_TYPE MultiSampleType;
947 DWORD MultiSampleQuality;
950 } WINED3DSURFACET_DESC;
952 /*****************************************************************************
953 * Structure for DIB Surfaces (GetDC and GDI surfaces)
955 typedef struct wineD3DSurface_DIB {
960 } wineD3DSurface_DIB;
962 /*****************************************************************************
963 * IWineD3DSurface implementation structure
965 struct IWineD3DSurfaceImpl
967 /* IUnknown & IWineD3DResource Information */
968 const IWineD3DSurfaceVtbl *lpVtbl;
969 IWineD3DResourceClass resource;
971 /* IWineD3DSurface fields */
972 IWineD3DBase *container;
973 WINED3DSURFACET_DESC currentDesc;
974 IWineD3DPaletteImpl *palette;
978 /* TODO: move this off into a management class(maybe!) */
985 /* Oversized texture */
989 /* precalculated x and y scalings for texture coords */
990 float pow2scalingFactorX; /* = (Width / pow2Width ) */
991 float pow2scalingFactorY; /* = (Height / pow2Height) */
997 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
999 glDescriptor glDescription;
1002 wineD3DSurface_DIB dib;
1005 /* Color keys for DDraw */
1006 DDCOLORKEY DestBltCKey;
1007 DDCOLORKEY DestOverlayCKey;
1008 DDCOLORKEY SrcOverlayCKey;
1009 DDCOLORKEY SrcBltCKey;
1015 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1016 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1018 /* Predeclare the shared Surface functions */
1019 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1020 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1021 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1027 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1028 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1029 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1030 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1032 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1034 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1035 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1036 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1037 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1039 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1040 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1042 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1044 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
1045 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1046 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1047 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1048 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1049 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1050 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1051 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1052 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1053 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1054 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1055 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1056 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1057 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1058 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1059 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1060 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1062 /* Surface flags: */
1063 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1064 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1065 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1066 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1067 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1068 #define SFLAG_DISCARD 0x00000020 /* ??? */
1069 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1070 #define SFLAG_INTEXTURE 0x00000080 /* ??? */
1071 #define SFLAG_INPBUFFER 0x00000100 /* ??? */
1072 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1073 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1074 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1075 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1076 #define SFLAG_GLDIRTY 0x00002000 /* The opengl texture is more up to date than the surface mem */
1077 #define SFLAG_LOST 0x00004000 /* Surface lost flag for DDraw */
1078 #define SFLAG_FORCELOAD 0x00008000 /* To force PreLoading of a scratch cursor */
1079 #define SFLAG_USERPTR 0x00010000 /* The application allocated the memory for this surface */
1080 #define SFLAG_GLCKEY 0x00020000 /* The gl texture was created with a color key */
1082 /* In some conditions the surface memory must not be freed:
1083 * SFLAG_OVERSIZE: Not all data can be kept in GL
1084 * SFLAG_CONVERTED: Converting the data back would take too long
1085 * SFLAG_DIBSECTION: The dib code manages the memory
1086 * SFLAG_DIRTY: GL surface isn't up to date
1087 * SFLAG_LOCKED: The app requires access to the surface data
1088 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1089 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1091 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1093 SFLAG_DIBSECTION | \
1100 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1102 /* Alignment of the pitch */
1103 #define SURFACE_ALIGNMENT 4
1105 /*****************************************************************************
1106 * IWineD3DVertexDeclaration implementation structure
1108 typedef struct IWineD3DVertexDeclarationImpl {
1109 /* IUnknown Information */
1110 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1111 LONG ref; /* Note: Ref counting not required */
1114 /** precomputed fvf if simple declaration */
1115 IWineD3DDeviceImpl *wineD3DDevice;
1116 DWORD fvf[MAX_STREAMS];
1119 WINED3DVERTEXELEMENT *pDeclarationWine;
1120 UINT declarationWNumElements;
1121 } IWineD3DVertexDeclarationImpl;
1123 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1125 /*****************************************************************************
1126 * IWineD3DStateBlock implementation structure
1129 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1130 /* Note: Very long winded but gl Lists are not flexible enough */
1131 /* to resolve everything we need, so doing it manually for now */
1132 typedef struct SAVEDSTATES {
1136 BOOL streamSource[MAX_STREAMS];
1137 BOOL streamFreq[MAX_STREAMS];
1138 BOOL textures[MAX_SAMPLERS];
1139 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1141 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1142 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1143 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1144 BOOL clipplane[MAX_CLIPPLANES];
1147 BOOL pixelShaderConstantsB[MAX_CONST_B];
1148 BOOL pixelShaderConstantsI[MAX_CONST_I];
1149 BOOL *pixelShaderConstantsF;
1151 BOOL vertexShaderConstantsB[MAX_CONST_B];
1152 BOOL vertexShaderConstantsI[MAX_CONST_I];
1153 BOOL *vertexShaderConstantsF;
1162 struct IWineD3DStateBlockImpl
1164 /* IUnknown fields */
1165 const IWineD3DStateBlockVtbl *lpVtbl;
1166 LONG ref; /* Note: Ref counting not required */
1168 /* IWineD3DStateBlock information */
1170 IWineD3DDeviceImpl *wineD3DDevice;
1171 WINED3DSTATEBLOCKTYPE blockType;
1173 /* Array indicating whether things have been set or changed */
1174 SAVEDSTATES changed;
1176 struct list set_vconstantsF;
1177 struct list set_pconstantsF;
1179 /* Drawing - Vertex Shader or FVF related */
1181 /* Vertex Shader Declaration */
1182 IWineD3DVertexDeclaration *vertexDecl;
1184 IWineD3DVertexShader *vertexShader;
1186 /* Vertex Shader Constants */
1187 BOOL vertexShaderConstantB[MAX_CONST_B];
1188 INT vertexShaderConstantI[MAX_CONST_I * 4];
1189 float *vertexShaderConstantF;
1193 UINT streamStride[MAX_STREAMS];
1194 UINT streamOffset[MAX_STREAMS];
1195 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1196 UINT streamFreq[MAX_STREAMS];
1197 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1200 IWineD3DIndexBuffer* pIndexData;
1201 UINT baseVertexIndex;
1202 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1205 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1208 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1211 double clipplane[MAX_CLIPPLANES][4];
1212 WINED3DCLIPSTATUS clip_status;
1215 WINED3DVIEWPORT viewport;
1218 WINED3DMATERIAL material;
1221 IWineD3DPixelShader *pixelShader;
1223 /* Pixel Shader Constants */
1224 BOOL pixelShaderConstantB[MAX_CONST_B];
1225 INT pixelShaderConstantI[MAX_CONST_I * 4];
1226 float *pixelShaderConstantF;
1229 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1232 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1233 int textureDimensions[MAX_SAMPLERS];
1235 /* Texture State Stage */
1236 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1237 DWORD lowest_disabled_stage;
1238 /* Sampler States */
1239 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1241 /* Current GLSL Shader Program */
1242 struct glsl_shader_prog_link *glsl_program;
1244 /* Scissor test rectangle */
1248 extern void stateblock_savedstates_set(
1249 IWineD3DStateBlock* iface,
1250 SAVEDSTATES* states,
1253 extern void stateblock_savedstates_copy(
1254 IWineD3DStateBlock* iface,
1256 SAVEDSTATES* source);
1258 extern void stateblock_copy(
1259 IWineD3DStateBlock* destination,
1260 IWineD3DStateBlock* source);
1262 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1264 /*****************************************************************************
1265 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1267 typedef struct IWineD3DQueryImpl
1269 const IWineD3DQueryVtbl *lpVtbl;
1270 LONG ref; /* Note: Ref counting not required */
1273 /*TODO: replace with iface usage */
1275 IWineD3DDevice *wineD3DDevice;
1277 IWineD3DDeviceImpl *wineD3DDevice;
1280 /* IWineD3DQuery fields */
1281 WINED3DQUERYTYPE type;
1282 /* TODO: Think about using a IUnknown instead of a void* */
1286 } IWineD3DQueryImpl;
1288 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1290 /* Datastructures for IWineD3DQueryImpl.extendedData */
1291 typedef struct WineQueryOcclusionData {
1293 } WineQueryOcclusionData;
1296 /*****************************************************************************
1297 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1300 typedef struct IWineD3DSwapChainImpl
1303 const IWineD3DSwapChainVtbl *lpVtbl;
1304 LONG ref; /* Note: Ref counting not required */
1307 IWineD3DDeviceImpl *wineD3DDevice;
1309 /* IWineD3DSwapChain fields */
1310 IWineD3DSurface **backBuffer;
1311 IWineD3DSurface *frontBuffer;
1312 BOOL wantsDepthStencilBuffer;
1313 D3DPRESENT_PARAMETERS presentParms;
1314 DWORD orig_width, orig_height;
1316 long prev_time, frames; /* Performance tracking */
1318 WineD3DContext *context; /* Later a array for multithreading */
1322 } IWineD3DSwapChainImpl;
1324 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1326 /*****************************************************************************
1327 * Utility function prototypes
1330 /* Trace routines */
1331 const char* debug_d3dformat(WINED3DFORMAT fmt);
1332 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1333 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1334 const char* debug_d3dusage(DWORD usage);
1335 const char* debug_d3dusagequery(DWORD usagequery);
1336 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1337 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1338 const char* debug_d3ddeclusage(BYTE usage);
1339 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1340 const char* debug_d3drenderstate(DWORD state);
1341 const char* debug_d3dsamplerstate(DWORD state);
1342 const char* debug_d3dtexturestate(DWORD state);
1343 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1344 const char* debug_d3dpool(WINED3DPOOL pool);
1346 /* Routines for GL <-> D3D values */
1347 GLenum StencilOp(DWORD op);
1348 GLenum CompareFunc(DWORD func);
1349 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1350 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1351 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1353 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1356 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1358 /*****************************************************************************
1359 * To enable calling of inherited functions, requires prototypes
1361 * Note: Only require classes which are subclassed, ie resource, basetexture,
1363 /*** IUnknown methods ***/
1364 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1365 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1366 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1367 /*** IWineD3DResource methods ***/
1368 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1369 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1370 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1371 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1372 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1373 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1374 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1375 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1376 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1377 /*** class static members ***/
1378 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1380 /*** IUnknown methods ***/
1381 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1382 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1383 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1384 /*** IWineD3DResource methods ***/
1385 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1386 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1387 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1388 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1389 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1390 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1391 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1392 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1393 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1394 /*** IWineD3DBaseTexture methods ***/
1395 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1396 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1397 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1398 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1399 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1400 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1401 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1402 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1404 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1405 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1406 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1407 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1408 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1409 /*** class static members ***/
1410 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1412 struct SHADER_OPCODE_ARG;
1413 typedef void (*shader_fct_t)();
1414 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1416 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1417 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1418 * used if the user is using GLSL shaders. */
1419 struct glsl_shader_prog_link {
1421 GLhandleARB programId;
1422 GLhandleARB *vuniformF_locations;
1423 GLhandleARB *puniformF_locations;
1424 IWineD3DVertexShader* vertexShader;
1425 IWineD3DPixelShader* pixelShader;
1428 /* TODO: Make this dynamic, based on shader limits ? */
1429 #define MAX_REG_ADDR 1
1430 #define MAX_REG_TEMP 32
1431 #define MAX_REG_TEXCRD 8
1432 #define MAX_REG_INPUT 12
1433 #define MAX_REG_OUTPUT 12
1434 #define MAX_ATTRIBS 16
1435 #define MAX_CONST_I 16
1436 #define MAX_CONST_B 16
1438 /* FIXME: This needs to go up to 2048 for
1439 * Shader model 3 according to msdn (and for software shaders) */
1440 #define MAX_LABELS 16
1442 typedef struct semantic {
1447 typedef struct local_constant {
1453 typedef struct shader_reg_maps {
1455 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1456 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1457 char address[MAX_REG_ADDR]; /* vertex */
1458 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1459 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1460 char attributes[MAX_ATTRIBS]; /* vertex */
1461 char labels[MAX_LABELS]; /* pixel, vertex */
1463 /* Sampler usage tokens
1464 * Use 0 as default (bit 31 is always 1 on a valid token) */
1465 DWORD samplers[MAX_SAMPLERS];
1467 /* Whether or not a loop is used in this shader */
1470 /* Whether or not this shader uses fog */
1475 #define SHADER_PGMSIZE 65535
1476 typedef struct SHADER_BUFFER {
1479 unsigned int lineNo;
1483 /* Undocumented opcode controls */
1484 #define INST_CONTROLS_SHIFT 16
1485 #define INST_CONTROLS_MASK 0x00ff0000
1487 typedef enum COMPARISON_TYPE {
1496 typedef struct SHADER_OPCODE {
1497 unsigned int opcode;
1501 CONST UINT num_params;
1502 shader_fct_t soft_fct;
1503 SHADER_HANDLER hw_fct;
1504 SHADER_HANDLER hw_glsl_fct;
1509 typedef struct SHADER_OPCODE_ARG {
1510 IWineD3DBaseShader* shader;
1511 shader_reg_maps* reg_maps;
1512 CONST SHADER_OPCODE* opcode;
1519 SHADER_BUFFER* buffer;
1520 } SHADER_OPCODE_ARG;
1522 typedef struct SHADER_LIMITS {
1523 unsigned int temporary;
1524 unsigned int texcoord;
1525 unsigned int sampler;
1526 unsigned int constant_int;
1527 unsigned int constant_float;
1528 unsigned int constant_bool;
1529 unsigned int address;
1530 unsigned int packed_output;
1531 unsigned int packed_input;
1532 unsigned int attributes;
1536 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1537 maintain state information between multiple codes */
1538 typedef struct SHADER_PARSE_STATE {
1539 unsigned int current_row;
1540 DWORD texcoord_w[2];
1541 } SHADER_PARSE_STATE;
1543 /* Base Shader utility functions.
1544 * (may move callers into the same file in the future) */
1545 extern int shader_addline(
1546 SHADER_BUFFER* buffer,
1547 const char* fmt, ...);
1549 extern const SHADER_OPCODE* shader_get_opcode(
1550 IWineD3DBaseShader *iface,
1553 extern void shader_delete_constant_list(
1554 struct list* clist);
1556 /* Vertex shader utility functions */
1557 extern BOOL vshader_get_input(
1558 IWineD3DVertexShader* iface,
1559 BYTE usage_req, BYTE usage_idx_req,
1560 unsigned int* regnum);
1562 extern BOOL vshader_input_is_color(
1563 IWineD3DVertexShader* iface,
1564 unsigned int regnum);
1566 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1568 /* ARB_[vertex/fragment]_program helper functions */
1569 extern void shader_arb_load_constants(
1570 IWineD3DDevice* device,
1571 char usePixelShader,
1572 char useVertexShader);
1574 /* ARB shader program Prototypes */
1575 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1577 /* ARB pixel shader prototypes */
1578 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1579 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1580 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1581 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1582 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1583 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1584 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1593 /* ARB vertex shader prototypes */
1594 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1595 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1597 /* GLSL helper functions */
1598 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1599 extern void shader_glsl_load_constants(
1600 IWineD3DDevice* device,
1601 char usePixelShader,
1602 char useVertexShader);
1604 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1605 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1606 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1607 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1608 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1609 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1610 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1611 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1613 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1614 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1636 /** GLSL Pixel Shader Prototypes */
1637 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1638 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1639 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1640 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1641 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1642 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1643 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_input_pack(
1657 SHADER_BUFFER* buffer,
1658 semantic* semantics_out);
1660 /** GLSL Vertex Shader Prototypes */
1661 extern void vshader_glsl_output_unpack(
1662 SHADER_BUFFER* buffer,
1663 semantic* semantics_out);
1665 /*****************************************************************************
1666 * IDirect3DBaseShader implementation structure
1668 typedef struct IWineD3DBaseShaderClass
1671 SHADER_LIMITS limits;
1672 SHADER_PARSE_STATE parse_state;
1673 CONST SHADER_OPCODE *shader_ins;
1674 CONST DWORD *function;
1675 UINT functionLength;
1679 /* Type of shader backend */
1682 /* Immediate constants (override global ones) */
1683 struct list constantsB;
1684 struct list constantsF;
1685 struct list constantsI;
1686 shader_reg_maps reg_maps;
1688 /* Pointer to the parent device */
1689 IWineD3DDevice *device;
1691 } IWineD3DBaseShaderClass;
1693 typedef struct IWineD3DBaseShaderImpl {
1695 const IWineD3DBaseShaderVtbl *lpVtbl;
1698 /* IWineD3DBaseShader */
1699 IWineD3DBaseShaderClass baseShader;
1700 } IWineD3DBaseShaderImpl;
1702 extern HRESULT shader_get_registers_used(
1703 IWineD3DBaseShader *iface,
1704 shader_reg_maps* reg_maps,
1705 semantic* semantics_in,
1706 semantic* semantics_out,
1707 CONST DWORD* pToken,
1708 IWineD3DStateBlockImpl *stateBlock);
1710 extern void shader_generate_glsl_declarations(
1711 IWineD3DBaseShader *iface,
1712 shader_reg_maps* reg_maps,
1713 SHADER_BUFFER* buffer,
1714 WineD3D_GL_Info* gl_info);
1716 extern void shader_generate_arb_declarations(
1717 IWineD3DBaseShader *iface,
1718 shader_reg_maps* reg_maps,
1719 SHADER_BUFFER* buffer,
1720 WineD3D_GL_Info* gl_info);
1722 extern void shader_generate_main(
1723 IWineD3DBaseShader *iface,
1724 SHADER_BUFFER* buffer,
1725 shader_reg_maps* reg_maps,
1726 CONST DWORD* pFunction);
1728 extern void shader_dump_ins_modifiers(
1729 const DWORD output);
1731 extern void shader_dump_param(
1732 IWineD3DBaseShader *iface,
1734 const DWORD addr_token,
1737 extern void shader_trace_init(
1738 IWineD3DBaseShader *iface,
1739 const DWORD* pFunction);
1741 extern int shader_get_param(
1742 IWineD3DBaseShader* iface,
1743 const DWORD* pToken,
1747 extern int shader_skip_unrecognized(
1748 IWineD3DBaseShader* iface,
1749 const DWORD* pToken);
1751 extern void print_glsl_info_log(
1752 WineD3D_GL_Info *gl_info,
1755 inline static int shader_get_regtype(const DWORD param) {
1756 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1757 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1760 extern unsigned int shader_get_float_offset(const DWORD reg);
1762 inline static BOOL shader_is_pshader_version(DWORD token) {
1763 return 0xFFFF0000 == (token & 0xFFFF0000);
1766 inline static BOOL shader_is_vshader_version(DWORD token) {
1767 return 0xFFFE0000 == (token & 0xFFFF0000);
1770 inline static BOOL shader_is_comment(DWORD token) {
1771 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1774 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1775 * so upload them above that
1777 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1778 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1780 /*****************************************************************************
1781 * IDirect3DVertexShader implementation structure
1783 typedef struct IWineD3DVertexShaderImpl {
1785 const IWineD3DVertexShaderVtbl *lpVtbl;
1786 LONG ref; /* Note: Ref counting not required */
1788 /* IWineD3DBaseShader */
1789 IWineD3DBaseShaderClass baseShader;
1791 /* IWineD3DVertexShaderImpl */
1797 /* Vertex shader input and output semantics */
1798 semantic semantics_in [MAX_ATTRIBS];
1799 semantic semantics_out [MAX_REG_OUTPUT];
1801 /* run time datas... */
1803 #if 0 /* needs reworking */
1804 /* run time datas */
1805 VSHADERINPUTDATA input;
1806 VSHADEROUTPUTDATA output;
1808 } IWineD3DVertexShaderImpl;
1809 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1810 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1812 /*****************************************************************************
1813 * IDirect3DPixelShader implementation structure
1815 typedef struct IWineD3DPixelShaderImpl {
1816 /* IUnknown parts */
1817 const IWineD3DPixelShaderVtbl *lpVtbl;
1818 LONG ref; /* Note: Ref counting not required */
1820 /* IWineD3DBaseShader */
1821 IWineD3DBaseShaderClass baseShader;
1823 /* IWineD3DPixelShaderImpl */
1826 /* Pixel shader input semantics */
1827 semantic semantics_in [MAX_REG_INPUT];
1832 #if 0 /* needs reworking */
1833 PSHADERINPUTDATA input;
1834 PSHADEROUTPUTDATA output;
1836 } IWineD3DPixelShaderImpl;
1838 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1839 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1841 /*****************************************************************************
1842 * IWineD3DPalette implementation structure
1844 struct IWineD3DPaletteImpl {
1845 /* IUnknown parts */
1846 const IWineD3DPaletteVtbl *lpVtbl;
1850 IWineD3DDeviceImpl *wineD3DDevice;
1852 /* IWineD3DPalette */
1854 WORD palVersion; /*| */
1855 WORD palNumEntries; /*| LOGPALETTE */
1856 PALETTEENTRY palents[256]; /*| */
1857 /* This is to store the palette in 'screen format' */
1858 int screen_palents[256];
1862 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1863 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1865 /* DirectDraw utility functions */
1866 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1868 /*****************************************************************************
1869 * Pixel format management
1872 WINED3DFORMAT format;
1873 DWORD alphaMask, redMask, greenMask, blueMask;
1876 GLint glInternal, glFormat, glType;
1879 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);