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);
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 256
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,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
121 GLboolean normalized;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
201 } wined3d_settings_t;
203 extern wined3d_settings_t wined3d_settings;
205 /* Shader backends */
208 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
209 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
210 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
211 void (*shader_cleanup)(IWineD3DDevice *iface);
214 extern const shader_backend_t glsl_shader_backend;
215 extern const shader_backend_t arb_program_shader_backend;
216 extern const shader_backend_t none_shader_backend;
220 extern void (*wine_tsx11_lock_ptr)(void);
221 extern void (*wine_tsx11_unlock_ptr)(void);
223 /* As GLX relies on X, this is needed */
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
234 /*****************************************************************************
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256 (vec)[0] = D3DCOLOR_R(dw); \
257 (vec)[1] = D3DCOLOR_G(dw); \
258 (vec)[2] = D3DCOLOR_B(dw); \
259 (vec)[3] = D3DCOLOR_A(dw);
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
265 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
266 See MaxStreams in MSDN under GetDeviceCaps */
267 /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512
269 /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES 256
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A) \
276 GLint err = glGetError(); \
277 if (err == GL_NO_ERROR) { \
278 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
281 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282 debug_glerror(err), err, A, __FILE__, __LINE__); \
283 err = glGetError(); \
284 } while (err != GL_NO_ERROR); \
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat) \
293 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN() \
303 PLIGHTINFOEL *el = This->stateBlock->lights;\
305 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313 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);
315 /* Defines used for optimizations */
317 /* Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP 0x0001
319 #define REAPPLY_ALL 0xFFFF
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
323 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
324 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
325 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram);
332 /* Memory and object tracking */
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
338 typedef struct WineD3DGlobalStatistics {
339 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics;
342 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
344 /* Global variables */
345 extern const float identity[16];
347 /*****************************************************************************
348 * Compilable extra diagnostics
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A) \
362 GLint err = glGetError(); \
363 if (err == GL_NO_ERROR) { \
364 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
367 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368 debug_glerror(err), err, A, __FILE__, __LINE__); \
369 err = glGetError(); \
370 } while (err != GL_NO_ERROR); \
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377 is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380 the file is deleted */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 # define SINGLE_FRAME_DEBUGGING
384 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385 It can only be enabled when FRAME_DEBUGGING is also enabled
386 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 # define SHOW_FRAME_MAKEUP 1
391 /* The following, when enabled, lets you see the makeup of the all the textures used during each
392 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393 The contents of the textures assigned to each stage are written into
394 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 # define SHOW_TEXTURE_MAKEUP 0
399 extern BOOL isDumpingFrames;
400 extern LONG primCounter;
403 /*****************************************************************************
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice *iface,
412 long StartVertexIndex,
413 UINT numberOfVertices,
419 void primitiveDeclarationConvertToStridedData(
420 IWineD3DDevice *iface,
421 BOOL useVertexShaderFunction,
422 WineDirect3DVertexStridedData *strided,
425 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
427 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext;
436 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
484 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
486 #define STATE_HIGHEST (STATE_FRONTFACE)
490 DWORD representative;
491 APPLYSTATEFUNC apply;
494 /* Global state table */
495 extern const struct StateEntry StateTable[];
497 /* The new context manager that should deal with onscreen and offscreen rendering */
498 struct WineD3DContext {
499 /* State dirtification
500 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
501 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
502 * 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
503 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
505 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
506 DWORD numDirtyEntries;
507 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
509 IWineD3DSurface *surface;
510 DWORD tid; /* Thread ID which owns this context at the moment */
512 /* Stores some inforation about the context state for optimization */
513 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
514 BOOL last_was_pshader;
515 BOOL last_was_vshader;
516 BOOL last_was_foggy_shader;
517 BOOL namedArraysLoaded, numberedArraysLoaded;
518 BOOL lastWasPow2Texture[MAX_TEXTURES];
519 GLenum tracking_parm; /* Which source is tracking current colour */
520 unsigned char num_untracked_materials;
521 GLenum untracked_materials[2];
522 BOOL last_was_blit, last_was_ckey;
523 char texShaderBumpMap;
526 /* The actual opengl context */
534 typedef enum ContextUsage {
535 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
536 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
537 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
538 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
541 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
542 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
543 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
544 void apply_fbo_state(IWineD3DDevice *iface);
546 /* Macros for doing basic GPU detection based on opengl capabilities */
547 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
548 #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])
549 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
550 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
552 /* Default callbacks for implicit object destruction */
553 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
555 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
557 /*****************************************************************************
558 * Internal representation of a light
560 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
561 struct PLIGHTINFOEL {
562 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
568 /* Converted parms to speed up swapping lights */
577 /* The default light parameters */
578 extern const WINED3DLIGHT WINED3D_default_light;
580 typedef struct WineD3D_PixelFormat
582 int iPixelFormat; /* WGL pixel format */
583 int redSize, greenSize, blueSize, alphaSize;
584 int depthSize, stencilSize;
585 } WineD3D_PixelFormat;
587 /* The adapter structure */
588 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
589 struct WineD3DAdapter
592 WineD3D_GL_Info gl_info;
594 const char *description;
595 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
597 WineD3D_PixelFormat *cfgs;
600 extern BOOL InitAdapters(void);
601 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
603 /*****************************************************************************
604 * High order patch management
606 struct WineD3DRectPatch
610 WineDirect3DVertexStridedData strided;
611 WINED3DRECTPATCH_INFO RectPatchInfo;
613 char has_normals, has_texcoords;
617 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
619 /*****************************************************************************
620 * IWineD3D implementation structure
622 typedef struct IWineD3DImpl
624 /* IUnknown fields */
625 const IWineD3DVtbl *lpVtbl;
626 LONG ref; /* Note: Ref counting not required */
628 /* WineD3D Information */
633 extern const IWineD3DVtbl IWineD3D_Vtbl;
635 /* TODO: setup some flags in the registry to enable, disable pbuffer support
636 (since it will break quite a few things until contexts are managed properly!) */
637 extern BOOL pbuffer_support;
638 /* allocate one pbuffer per surface */
639 extern BOOL pbuffer_per_surface;
641 typedef struct ResourceList {
642 IWineD3DResource *resource;
643 struct ResourceList *next;
646 /* A helper function that dumps a resource list */
647 void dumpResources(ResourceList *resources);
649 /*****************************************************************************
650 * IWineD3DDevice implementation structure
652 struct IWineD3DDeviceImpl
654 /* IUnknown fields */
655 const IWineD3DDeviceVtbl *lpVtbl;
656 LONG ref; /* Note: Ref counting not required */
658 /* WineD3D Information */
661 struct WineD3DAdapter *adapter;
663 /* Window styles to restore when switching fullscreen mode */
667 /* X and GL Information */
668 GLint maxConcurrentLights;
669 GLenum offscreenBuffer;
671 /* Selected capabilities */
672 int vs_selected_mode;
673 int ps_selected_mode;
674 const shader_backend_t *shader_backend;
675 hash_table_t *glsl_program_lookup;
678 BOOL view_ident; /* true iff view matrix is identity */
680 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
681 unsigned char surface_alignment; /* Line Alignment of surfaces */
683 /* State block related */
684 BOOL isRecordingState;
685 IWineD3DStateBlockImpl *stateBlock;
686 IWineD3DStateBlockImpl *updateStateBlock;
689 /* Internal use fields */
690 WINED3DDEVICE_CREATION_PARAMETERS createParms;
692 WINED3DDEVTYPE devType;
694 IWineD3DSwapChain **swapchains;
695 UINT NumberOfSwapChains;
697 ResourceList *resources; /* a linked list to track resources created by the device */
699 /* Render Target Support */
700 IWineD3DSurface **render_targets;
701 IWineD3DSurface *depthStencilBuffer;
702 IWineD3DSurface **fbo_color_attachments;
703 IWineD3DSurface *fbo_depth_attachment;
705 IWineD3DSurface *stencilBufferTarget;
707 /* Caches to avoid unneeded context changes */
708 IWineD3DSurface *lastActiveRenderTarget;
709 IWineD3DSwapChain *lastActiveSwapChain;
711 /* palettes texture management */
712 PALETTEENTRY palettes[MAX_PALETTES][256];
715 /* For rendering to a texture using glCopyTexImage */
716 BOOL render_offscreen;
717 WINED3D_DEPTHCOPYSTATE depth_copy_state;
721 GLenum *draw_buffers;
723 /* Cursor management */
729 UINT cursorWidth, cursorHeight;
730 GLuint cursorTexture;
731 BOOL haveHardwareCursor;
732 HCURSOR hardwareCursor;
734 /* The Wine logo surface */
735 IWineD3DSurface *logo_surface;
737 /* Textures for when no other textures are mapped */
738 UINT dummyTextureName[MAX_TEXTURES];
740 /* Debug stream management */
743 /* Device state management */
745 BOOL d3d_initialized;
747 /* A flag to check for proper BeginScene / EndScene call pairs */
750 /* process vertex shaders using software or hardware */
751 BOOL softwareVertexProcessing;
753 /* DirectDraw stuff */
755 IWineD3DSurface *ddraw_primary;
756 DWORD ddraw_width, ddraw_height;
757 WINED3DFORMAT ddraw_format;
758 BOOL ddraw_fullscreen;
760 /* Final position fixup constant */
763 /* With register combiners we can skip junk texture stages */
764 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
765 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
766 BOOL fixed_function_usage_map[MAX_TEXTURES];
768 /* Stream source management */
769 WineDirect3DVertexStridedData strided_streams;
770 WineDirect3DVertexStridedData *up_strided;
771 BOOL useDrawStridedSlow;
774 /* Context management */
775 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
776 WineD3DContext *activeContext;
779 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
780 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
782 /* High level patch management */
783 #define PATCHMAP_SIZE 43
784 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
785 struct list patches[PATCHMAP_SIZE];
786 struct WineD3DRectPatch *currentPatch;
789 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
791 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
792 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
793 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
794 DWORD idx = state >> 5;
795 BYTE shift = state & 0x1f;
796 return context->isStateDirty[idx] & (1 << shift);
799 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
800 typedef struct PrivateData
805 DWORD flags; /* DDSPD_* */
806 DWORD uniqueness_value;
817 /*****************************************************************************
818 * IWineD3DResource implementation structure
820 typedef struct IWineD3DResourceClass
822 /* IUnknown fields */
823 LONG ref; /* Note: Ref counting not required */
825 /* WineD3DResource Information */
827 WINED3DRESOURCETYPE resourceType;
828 IWineD3DDeviceImpl *wineD3DDevice;
832 WINED3DFORMAT format;
833 BYTE *allocatedMemory;
834 struct list privateData;
836 } IWineD3DResourceClass;
838 typedef struct IWineD3DResourceImpl
840 /* IUnknown & WineD3DResource Information */
841 const IWineD3DResourceVtbl *lpVtbl;
842 IWineD3DResourceClass resource;
843 } IWineD3DResourceImpl;
846 /*****************************************************************************
847 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
849 typedef struct IWineD3DVertexBufferImpl
851 /* IUnknown & WineD3DResource Information */
852 const IWineD3DVertexBufferVtbl *lpVtbl;
853 IWineD3DResourceClass resource;
855 /* WineD3DVertexBuffer specifics */
858 /* Vertex buffer object support */
863 UINT dirtystart, dirtyend;
866 LONG declChanges, draws;
867 /* Last description of the buffer */
868 WineDirect3DVertexStridedData strided;
869 } IWineD3DVertexBufferImpl;
871 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
873 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
874 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
875 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
876 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
877 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
879 /*****************************************************************************
880 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
882 typedef struct IWineD3DIndexBufferImpl
884 /* IUnknown & WineD3DResource Information */
885 const IWineD3DIndexBufferVtbl *lpVtbl;
886 IWineD3DResourceClass resource;
889 UINT dirtystart, dirtyend;
892 /* WineD3DVertexBuffer specifics */
893 } IWineD3DIndexBufferImpl;
895 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
897 /*****************************************************************************
898 * IWineD3DBaseTexture D3D- > openGL state map lookups
900 #define WINED3DFUNC_NOTSUPPORTED -2
901 #define WINED3DFUNC_UNIMPLEMENTED -1
903 typedef enum winetexturestates {
904 WINED3DTEXSTA_ADDRESSU = 0,
905 WINED3DTEXSTA_ADDRESSV = 1,
906 WINED3DTEXSTA_ADDRESSW = 2,
907 WINED3DTEXSTA_BORDERCOLOR = 3,
908 WINED3DTEXSTA_MAGFILTER = 4,
909 WINED3DTEXSTA_MINFILTER = 5,
910 WINED3DTEXSTA_MIPFILTER = 6,
911 WINED3DTEXSTA_MAXMIPLEVEL = 7,
912 WINED3DTEXSTA_MAXANISOTROPY = 8,
913 WINED3DTEXSTA_SRGBTEXTURE = 9,
914 WINED3DTEXSTA_ELEMENTINDEX = 10,
915 WINED3DTEXSTA_DMAPOFFSET = 11,
916 WINED3DTEXSTA_TSSADDRESSW = 12,
917 MAX_WINETEXTURESTATES = 13,
920 /*****************************************************************************
921 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
923 typedef struct IWineD3DBaseTextureClass
929 WINED3DTEXTUREFILTERTYPE filterType;
930 DWORD states[MAX_WINETEXTURESTATES];
934 UINT srgb_mode_change_count;
935 WINED3DFORMAT shader_conversion_group;
936 } IWineD3DBaseTextureClass;
938 typedef struct IWineD3DBaseTextureImpl
940 /* IUnknown & WineD3DResource Information */
941 const IWineD3DBaseTextureVtbl *lpVtbl;
942 IWineD3DResourceClass resource;
943 IWineD3DBaseTextureClass baseTexture;
945 } IWineD3DBaseTextureImpl;
947 /*****************************************************************************
948 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
950 typedef struct IWineD3DTextureImpl
952 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
953 const IWineD3DTextureVtbl *lpVtbl;
954 IWineD3DResourceClass resource;
955 IWineD3DBaseTextureClass baseTexture;
957 /* IWineD3DTexture */
958 IWineD3DSurface *surfaces[MAX_LEVELS];
962 float pow2scalingFactorX;
963 float pow2scalingFactorY;
965 } IWineD3DTextureImpl;
967 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
969 /*****************************************************************************
970 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
972 typedef struct IWineD3DCubeTextureImpl
974 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
975 const IWineD3DCubeTextureVtbl *lpVtbl;
976 IWineD3DResourceClass resource;
977 IWineD3DBaseTextureClass baseTexture;
979 /* IWineD3DCubeTexture */
980 IWineD3DSurface *surfaces[6][MAX_LEVELS];
983 float pow2scalingFactor;
985 } IWineD3DCubeTextureImpl;
987 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
989 typedef struct _WINED3DVOLUMET_DESC
994 } WINED3DVOLUMET_DESC;
996 /*****************************************************************************
997 * IWineD3DVolume implementation structure (extends IUnknown)
999 typedef struct IWineD3DVolumeImpl
1001 /* IUnknown & WineD3DResource fields */
1002 const IWineD3DVolumeVtbl *lpVtbl;
1003 IWineD3DResourceClass resource;
1005 /* WineD3DVolume Information */
1006 WINED3DVOLUMET_DESC currentDesc;
1007 IWineD3DBase *container;
1012 WINED3DBOX lockedBox;
1013 WINED3DBOX dirtyBox;
1017 } IWineD3DVolumeImpl;
1019 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1021 /*****************************************************************************
1022 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1024 typedef struct IWineD3DVolumeTextureImpl
1026 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1027 const IWineD3DVolumeTextureVtbl *lpVtbl;
1028 IWineD3DResourceClass resource;
1029 IWineD3DBaseTextureClass baseTexture;
1031 /* IWineD3DVolumeTexture */
1032 IWineD3DVolume *volumes[MAX_LEVELS];
1037 } IWineD3DVolumeTextureImpl;
1039 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1041 typedef struct _WINED3DSURFACET_DESC
1043 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1044 DWORD MultiSampleQuality;
1047 } WINED3DSURFACET_DESC;
1049 /*****************************************************************************
1050 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1052 typedef struct wineD3DSurface_DIB {
1058 } wineD3DSurface_DIB;
1065 } renderbuffer_entry_t;
1067 /*****************************************************************************
1068 * IWineD3DClipp implementation structure
1070 typedef struct IWineD3DClipperImpl
1072 const IWineD3DClipperVtbl *lpVtbl;
1077 } IWineD3DClipperImpl;
1080 /*****************************************************************************
1081 * IWineD3DSurface implementation structure
1083 struct IWineD3DSurfaceImpl
1085 /* IUnknown & IWineD3DResource Information */
1086 const IWineD3DSurfaceVtbl *lpVtbl;
1087 IWineD3DResourceClass resource;
1089 /* IWineD3DSurface fields */
1090 IWineD3DBase *container;
1091 WINED3DSURFACET_DESC currentDesc;
1092 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1093 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1097 /* TODO: move this off into a management class(maybe!) */
1103 /* Oversized texture */
1110 /* precalculated x and y scalings for texture coords */
1111 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1112 float pow2scalingFactorY; /* = (Height / pow2Height) */
1118 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1120 glDescriptor glDescription;
1123 wineD3DSurface_DIB dib;
1126 /* Color keys for DDraw */
1127 WINEDDCOLORKEY DestBltCKey;
1128 WINEDDCOLORKEY DestOverlayCKey;
1129 WINEDDCOLORKEY SrcOverlayCKey;
1130 WINEDDCOLORKEY SrcBltCKey;
1133 WINEDDCOLORKEY glCKey;
1135 struct list renderbuffers;
1136 renderbuffer_entry_t *current_renderbuffer;
1138 /* DirectDraw clippers */
1139 IWineD3DClipper *clipper;
1142 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1143 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1145 /* Predeclare the shared Surface functions */
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1147 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1153 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1154 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1155 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1166 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1174 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1175 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1176 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1177 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1179 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1182 /* Surface flags: */
1183 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1184 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1185 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1186 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1187 #define SFLAG_DISCARD 0x00000010 /* ??? */
1188 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1189 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1190 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1191 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1192 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1193 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1194 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1195 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1196 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1197 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1198 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1199 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1200 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1201 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1203 /* In some conditions the surface memory must not be freed:
1204 * SFLAG_OVERSIZE: Not all data can be kept in GL
1205 * SFLAG_CONVERTED: Converting the data back would take too long
1206 * SFLAG_DIBSECTION: The dib code manages the memory
1207 * SFLAG_LOCKED: The app requires access to the surface data
1208 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1209 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1210 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1211 * SFLAG_CLIENT: OpenGL uses our memory as backup
1213 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1215 SFLAG_DIBSECTION | \
1223 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1228 CONVERT_PALETTED_CK,
1232 CONVERT_CK_4444_ARGB,
1237 CONVERT_CK_8888_ARGB,
1249 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);
1251 /*****************************************************************************
1252 * IWineD3DVertexDeclaration implementation structure
1254 typedef struct IWineD3DVertexDeclarationImpl {
1255 /* IUnknown Information */
1256 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1260 IWineD3DDeviceImpl *wineD3DDevice;
1262 WINED3DVERTEXELEMENT *pDeclarationWine;
1263 UINT declarationWNumElements;
1265 DWORD streams[MAX_STREAMS];
1267 BOOL position_transformed;
1268 } IWineD3DVertexDeclarationImpl;
1270 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1272 /*****************************************************************************
1273 * IWineD3DStateBlock implementation structure
1276 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1277 /* Note: Very long winded but gl Lists are not flexible enough */
1278 /* to resolve everything we need, so doing it manually for now */
1279 typedef struct SAVEDSTATES {
1283 BOOL streamSource[MAX_STREAMS];
1284 BOOL streamFreq[MAX_STREAMS];
1285 BOOL textures[MAX_COMBINED_SAMPLERS];
1286 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1288 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1289 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1290 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1291 BOOL clipplane[MAX_CLIPPLANES];
1294 BOOL pixelShaderConstantsB[MAX_CONST_B];
1295 BOOL pixelShaderConstantsI[MAX_CONST_I];
1296 BOOL *pixelShaderConstantsF;
1298 BOOL vertexShaderConstantsB[MAX_CONST_B];
1299 BOOL vertexShaderConstantsI[MAX_CONST_I];
1300 BOOL *vertexShaderConstantsF;
1315 struct IWineD3DStateBlockImpl
1317 /* IUnknown fields */
1318 const IWineD3DStateBlockVtbl *lpVtbl;
1319 LONG ref; /* Note: Ref counting not required */
1321 /* IWineD3DStateBlock information */
1323 IWineD3DDeviceImpl *wineD3DDevice;
1324 WINED3DSTATEBLOCKTYPE blockType;
1326 /* Array indicating whether things have been set or changed */
1327 SAVEDSTATES changed;
1328 struct list set_vconstantsF;
1329 struct list set_pconstantsF;
1331 /* Drawing - Vertex Shader or FVF related */
1333 /* Vertex Shader Declaration */
1334 IWineD3DVertexDeclaration *vertexDecl;
1336 IWineD3DVertexShader *vertexShader;
1338 /* Vertex Shader Constants */
1339 BOOL vertexShaderConstantB[MAX_CONST_B];
1340 INT vertexShaderConstantI[MAX_CONST_I * 4];
1341 float *vertexShaderConstantF;
1345 UINT streamStride[MAX_STREAMS];
1346 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1347 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1348 UINT streamFreq[MAX_STREAMS + 1];
1349 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1352 IWineD3DIndexBuffer* pIndexData;
1353 INT baseVertexIndex;
1354 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1357 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1359 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1360 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1361 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1362 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1363 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1366 double clipplane[MAX_CLIPPLANES][4];
1367 WINED3DCLIPSTATUS clip_status;
1370 WINED3DVIEWPORT viewport;
1373 WINED3DMATERIAL material;
1376 IWineD3DPixelShader *pixelShader;
1378 /* Pixel Shader Constants */
1379 BOOL pixelShaderConstantB[MAX_CONST_B];
1380 INT pixelShaderConstantI[MAX_CONST_I * 4];
1381 float *pixelShaderConstantF;
1384 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1387 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1388 int textureDimensions[MAX_COMBINED_SAMPLERS];
1390 /* Texture State Stage */
1391 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1392 DWORD lowest_disabled_stage;
1393 /* Sampler States */
1394 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1396 /* Current GLSL Shader Program */
1397 struct glsl_shader_prog_link *glsl_program;
1399 /* Scissor test rectangle */
1402 /* Contained state management */
1403 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1404 unsigned int num_contained_render_states;
1405 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1406 unsigned int num_contained_transform_states;
1407 DWORD contained_vs_consts_i[MAX_CONST_I];
1408 unsigned int num_contained_vs_consts_i;
1409 DWORD contained_vs_consts_b[MAX_CONST_B];
1410 unsigned int num_contained_vs_consts_b;
1411 DWORD *contained_vs_consts_f;
1412 unsigned int num_contained_vs_consts_f;
1413 DWORD contained_ps_consts_i[MAX_CONST_I];
1414 unsigned int num_contained_ps_consts_i;
1415 DWORD contained_ps_consts_b[MAX_CONST_B];
1416 unsigned int num_contained_ps_consts_b;
1417 DWORD *contained_ps_consts_f;
1418 unsigned int num_contained_ps_consts_f;
1419 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1420 unsigned int num_contained_tss_states;
1421 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1422 unsigned int num_contained_sampler_states;
1425 extern void stateblock_savedstates_set(
1426 IWineD3DStateBlock* iface,
1427 SAVEDSTATES* states,
1430 extern void stateblock_savedstates_copy(
1431 IWineD3DStateBlock* iface,
1433 SAVEDSTATES* source);
1435 extern void stateblock_copy(
1436 IWineD3DStateBlock* destination,
1437 IWineD3DStateBlock* source);
1439 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1441 /*****************************************************************************
1442 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1444 typedef struct IWineD3DQueryImpl
1446 const IWineD3DQueryVtbl *lpVtbl;
1447 LONG ref; /* Note: Ref counting not required */
1450 /*TODO: replace with iface usage */
1452 IWineD3DDevice *wineD3DDevice;
1454 IWineD3DDeviceImpl *wineD3DDevice;
1457 /* IWineD3DQuery fields */
1458 WINED3DQUERYTYPE type;
1459 /* TODO: Think about using a IUnknown instead of a void* */
1463 } IWineD3DQueryImpl;
1465 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1467 /* Datastructures for IWineD3DQueryImpl.extendedData */
1468 typedef struct WineQueryOcclusionData {
1470 WineD3DContext *ctx;
1471 } WineQueryOcclusionData;
1473 typedef struct WineQueryEventData {
1475 WineD3DContext *ctx;
1476 } WineQueryEventData;
1478 /*****************************************************************************
1479 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1482 typedef struct IWineD3DSwapChainImpl
1485 const IWineD3DSwapChainVtbl *lpVtbl;
1486 LONG ref; /* Note: Ref counting not required */
1489 IWineD3DDeviceImpl *wineD3DDevice;
1491 /* IWineD3DSwapChain fields */
1492 IWineD3DSurface **backBuffer;
1493 IWineD3DSurface *frontBuffer;
1494 BOOL wantsDepthStencilBuffer;
1495 WINED3DPRESENT_PARAMETERS presentParms;
1496 DWORD orig_width, orig_height;
1497 WINED3DFORMAT orig_fmt;
1499 long prev_time, frames; /* Performance tracking */
1500 unsigned int vSyncCounter;
1502 WineD3DContext **context; /* Later a array for multithreading */
1503 unsigned int num_contexts;
1506 } IWineD3DSwapChainImpl;
1508 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1510 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1512 /*****************************************************************************
1513 * Utility function prototypes
1516 /* Trace routines */
1517 const char* debug_d3dformat(WINED3DFORMAT fmt);
1518 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1519 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1520 const char* debug_d3dusage(DWORD usage);
1521 const char* debug_d3dusagequery(DWORD usagequery);
1522 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1523 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1524 const char* debug_d3ddeclusage(BYTE usage);
1525 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1526 const char* debug_d3drenderstate(DWORD state);
1527 const char* debug_d3dsamplerstate(DWORD state);
1528 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1529 const char* debug_d3dtexturestate(DWORD state);
1530 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1531 const char* debug_d3dpool(WINED3DPOOL pool);
1532 const char *debug_fbostatus(GLenum status);
1533 const char *debug_glerror(GLenum error);
1534 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1535 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1537 /* Routines for GL <-> D3D values */
1538 GLenum StencilOp(DWORD op);
1539 GLenum CompareFunc(DWORD func);
1540 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1541 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1542 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1544 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1545 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1547 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1548 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1551 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1552 unsigned int count_bits(unsigned int mask);
1554 /*****************************************************************************
1555 * To enable calling of inherited functions, requires prototypes
1557 * Note: Only require classes which are subclassed, ie resource, basetexture,
1559 /*** IUnknown methods ***/
1560 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1561 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1562 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1563 /*** IWineD3DResource methods ***/
1564 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1565 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1566 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1567 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1568 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1569 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1570 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1571 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1572 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1573 /*** class static members ***/
1574 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1576 /*** IUnknown methods ***/
1577 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1578 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1579 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1580 /*** IWineD3DResource methods ***/
1581 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1582 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1583 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1584 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1585 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1586 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1587 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1588 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1589 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1590 /*** IWineD3DBaseTexture methods ***/
1591 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1592 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1593 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1594 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1595 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1596 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1597 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1598 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1600 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1601 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1602 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1603 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1604 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1605 /*** class static members ***/
1606 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1608 struct SHADER_OPCODE_ARG;
1609 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1611 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1612 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1613 * used if the user is using GLSL shaders. */
1614 struct glsl_shader_prog_link {
1615 struct list vshader_entry;
1616 struct list pshader_entry;
1617 GLhandleARB programId;
1618 GLhandleARB *vuniformF_locations;
1619 GLhandleARB *puniformF_locations;
1620 GLhandleARB vshader;
1621 GLhandleARB pshader;
1625 GLhandleARB vshader;
1626 GLhandleARB pshader;
1627 } glsl_program_key_t;
1629 /* TODO: Make this dynamic, based on shader limits ? */
1630 #define MAX_REG_ADDR 1
1631 #define MAX_REG_TEMP 32
1632 #define MAX_REG_TEXCRD 8
1633 #define MAX_REG_INPUT 12
1634 #define MAX_REG_OUTPUT 12
1635 #define MAX_ATTRIBS 16
1636 #define MAX_CONST_I 16
1637 #define MAX_CONST_B 16
1639 /* FIXME: This needs to go up to 2048 for
1640 * Shader model 3 according to msdn (and for software shaders) */
1641 #define MAX_LABELS 16
1643 typedef struct semantic {
1648 typedef struct local_constant {
1654 typedef struct shader_reg_maps {
1656 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1657 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1658 char address[MAX_REG_ADDR]; /* vertex */
1659 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1660 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1661 char attributes[MAX_ATTRIBS]; /* vertex */
1662 char labels[MAX_LABELS]; /* pixel, vertex */
1664 /* Sampler usage tokens
1665 * Use 0 as default (bit 31 is always 1 on a valid token) */
1666 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1667 char bumpmat, luminanceparams;
1669 /* Whether or not a loop is used in this shader */
1672 /* Whether or not this shader uses fog */
1677 #define SHADER_PGMSIZE 65535
1678 typedef struct SHADER_BUFFER {
1681 unsigned int lineNo;
1685 /* Undocumented opcode controls */
1686 #define INST_CONTROLS_SHIFT 16
1687 #define INST_CONTROLS_MASK 0x00ff0000
1689 typedef enum COMPARISON_TYPE {
1698 typedef struct SHADER_OPCODE {
1699 unsigned int opcode;
1703 CONST UINT num_params;
1704 SHADER_HANDLER hw_fct;
1705 SHADER_HANDLER hw_glsl_fct;
1710 typedef struct SHADER_OPCODE_ARG {
1711 IWineD3DBaseShader* shader;
1712 shader_reg_maps* reg_maps;
1713 CONST SHADER_OPCODE* opcode;
1720 SHADER_BUFFER* buffer;
1721 } SHADER_OPCODE_ARG;
1723 typedef struct SHADER_LIMITS {
1724 unsigned int temporary;
1725 unsigned int texcoord;
1726 unsigned int sampler;
1727 unsigned int constant_int;
1728 unsigned int constant_float;
1729 unsigned int constant_bool;
1730 unsigned int address;
1731 unsigned int packed_output;
1732 unsigned int packed_input;
1733 unsigned int attributes;
1737 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1738 maintain state information between multiple codes */
1739 typedef struct SHADER_PARSE_STATE {
1740 unsigned int current_row;
1741 DWORD texcoord_w[2];
1742 } SHADER_PARSE_STATE;
1744 /* Base Shader utility functions.
1745 * (may move callers into the same file in the future) */
1746 extern int shader_addline(
1747 SHADER_BUFFER* buffer,
1748 const char* fmt, ...);
1750 extern const SHADER_OPCODE* shader_get_opcode(
1751 IWineD3DBaseShader *iface,
1754 extern void shader_delete_constant_list(
1755 struct list* clist);
1757 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1759 /* Vertex shader utility functions */
1760 extern BOOL vshader_get_input(
1761 IWineD3DVertexShader* iface,
1762 BYTE usage_req, BYTE usage_idx_req,
1763 unsigned int* regnum);
1765 extern BOOL vshader_input_is_color(
1766 IWineD3DVertexShader* iface,
1767 unsigned int regnum);
1769 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1771 /* ARB_[vertex/fragment]_program helper functions */
1772 extern void shader_arb_load_constants(
1773 IWineD3DDevice* device,
1774 char usePixelShader,
1775 char useVertexShader);
1777 /* ARB shader program Prototypes */
1778 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1780 /* ARB pixel shader prototypes */
1781 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1799 /* ARB vertex shader prototypes */
1800 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1801 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1802 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1804 /* GLSL helper functions */
1805 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1806 extern void shader_glsl_load_constants(
1807 IWineD3DDevice* device,
1808 char usePixelShader,
1809 char useVertexShader);
1811 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1812 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1813 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1846 /** GLSL Pixel Shader Prototypes */
1847 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_input_pack(
1868 SHADER_BUFFER* buffer,
1869 semantic* semantics_out);
1871 /** GLSL Vertex Shader Prototypes */
1872 extern void vshader_glsl_output_unpack(
1873 SHADER_BUFFER* buffer,
1874 semantic* semantics_out);
1876 /*****************************************************************************
1877 * IDirect3DBaseShader implementation structure
1879 typedef struct IWineD3DBaseShaderClass
1882 SHADER_LIMITS limits;
1883 SHADER_PARSE_STATE parse_state;
1884 CONST SHADER_OPCODE *shader_ins;
1885 CONST DWORD *function;
1886 UINT functionLength;
1890 /* Type of shader backend */
1893 /* Programs this shader is linked with */
1894 struct list linked_programs;
1896 /* Immediate constants (override global ones) */
1897 struct list constantsB;
1898 struct list constantsF;
1899 struct list constantsI;
1900 shader_reg_maps reg_maps;
1902 /* Pixel formats of sampled textures, for format conversion. This
1903 * represents the formats found during compilation, it is not initialized
1904 * on the first parser pass. It is needed to check if the shader
1905 * needs recompilation to adjust the format conversion
1907 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1908 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1909 UINT num_sampled_samplers;
1911 UINT recompile_count;
1913 /* Pointer to the parent device */
1914 IWineD3DDevice *device;
1916 } IWineD3DBaseShaderClass;
1918 typedef struct IWineD3DBaseShaderImpl {
1920 const IWineD3DBaseShaderVtbl *lpVtbl;
1923 /* IWineD3DBaseShader */
1924 IWineD3DBaseShaderClass baseShader;
1925 } IWineD3DBaseShaderImpl;
1927 extern HRESULT shader_get_registers_used(
1928 IWineD3DBaseShader *iface,
1929 shader_reg_maps* reg_maps,
1930 semantic* semantics_in,
1931 semantic* semantics_out,
1932 CONST DWORD* pToken,
1933 IWineD3DStateBlockImpl *stateBlock);
1935 extern void shader_generate_glsl_declarations(
1936 IWineD3DBaseShader *iface,
1937 shader_reg_maps* reg_maps,
1938 SHADER_BUFFER* buffer,
1939 WineD3D_GL_Info* gl_info);
1941 extern void shader_generate_arb_declarations(
1942 IWineD3DBaseShader *iface,
1943 shader_reg_maps* reg_maps,
1944 SHADER_BUFFER* buffer,
1945 WineD3D_GL_Info* gl_info);
1947 extern void shader_generate_main(
1948 IWineD3DBaseShader *iface,
1949 SHADER_BUFFER* buffer,
1950 shader_reg_maps* reg_maps,
1951 CONST DWORD* pFunction);
1953 extern void shader_dump_ins_modifiers(
1954 const DWORD output);
1956 extern void shader_dump_param(
1957 IWineD3DBaseShader *iface,
1959 const DWORD addr_token,
1962 extern void shader_trace_init(
1963 IWineD3DBaseShader *iface,
1964 const DWORD* pFunction);
1966 extern int shader_get_param(
1967 IWineD3DBaseShader* iface,
1968 const DWORD* pToken,
1972 extern int shader_skip_unrecognized(
1973 IWineD3DBaseShader* iface,
1974 const DWORD* pToken);
1976 extern void print_glsl_info_log(
1977 WineD3D_GL_Info *gl_info,
1980 static inline int shader_get_regtype(const DWORD param) {
1981 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1982 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1985 extern unsigned int shader_get_float_offset(const DWORD reg);
1987 static inline BOOL shader_is_pshader_version(DWORD token) {
1988 return 0xFFFF0000 == (token & 0xFFFF0000);
1991 static inline BOOL shader_is_vshader_version(DWORD token) {
1992 return 0xFFFE0000 == (token & 0xFFFF0000);
1995 static inline BOOL shader_is_comment(DWORD token) {
1996 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1999 /* TODO: vFace (ps_3_0) */
2000 static inline BOOL shader_is_scalar(DWORD param) {
2001 DWORD reg_type = shader_get_regtype(param);
2004 case WINED3DSPR_RASTOUT:
2005 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2012 case WINED3DSPR_DEPTHOUT: /* oDepth */
2013 case WINED3DSPR_CONSTBOOL: /* b# */
2014 case WINED3DSPR_LOOP: /* aL */
2015 case WINED3DSPR_PREDICATE: /* p0 */
2023 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2024 * so upload them above that
2026 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2027 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2029 /*****************************************************************************
2030 * IDirect3DVertexShader implementation structure
2032 typedef struct IWineD3DVertexShaderImpl {
2034 const IWineD3DVertexShaderVtbl *lpVtbl;
2035 LONG ref; /* Note: Ref counting not required */
2037 /* IWineD3DBaseShader */
2038 IWineD3DBaseShaderClass baseShader;
2040 /* IWineD3DVertexShaderImpl */
2045 /* Vertex shader input and output semantics */
2046 semantic semantics_in [MAX_ATTRIBS];
2047 semantic semantics_out [MAX_REG_OUTPUT];
2049 /* run time datas... */
2051 #if 0 /* needs reworking */
2052 /* run time datas */
2053 VSHADERINPUTDATA input;
2054 VSHADEROUTPUTDATA output;
2056 } IWineD3DVertexShaderImpl;
2057 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2058 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2060 /*****************************************************************************
2061 * IDirect3DPixelShader implementation structure
2063 typedef struct IWineD3DPixelShaderImpl {
2064 /* IUnknown parts */
2065 const IWineD3DPixelShaderVtbl *lpVtbl;
2066 LONG ref; /* Note: Ref counting not required */
2068 /* IWineD3DBaseShader */
2069 IWineD3DBaseShaderClass baseShader;
2071 /* IWineD3DPixelShaderImpl */
2074 /* Pixel shader input semantics */
2075 semantic semantics_in [MAX_REG_INPUT];
2080 /* Some information about the shader behavior */
2082 UINT bumpenvmatconst;
2084 #if 0 /* needs reworking */
2085 PSHADERINPUTDATA input;
2086 PSHADEROUTPUTDATA output;
2088 } IWineD3DPixelShaderImpl;
2090 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2091 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2093 /*****************************************************************************
2094 * IWineD3DPalette implementation structure
2096 struct IWineD3DPaletteImpl {
2097 /* IUnknown parts */
2098 const IWineD3DPaletteVtbl *lpVtbl;
2102 IWineD3DDeviceImpl *wineD3DDevice;
2104 /* IWineD3DPalette */
2106 WORD palVersion; /*| */
2107 WORD palNumEntries; /*| LOGPALETTE */
2108 PALETTEENTRY palents[256]; /*| */
2109 /* This is to store the palette in 'screen format' */
2110 int screen_palents[256];
2114 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2115 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2117 /* DirectDraw utility functions */
2118 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2120 /*****************************************************************************
2121 * Pixel format management
2124 WINED3DFORMAT format;
2125 DWORD alphaMask, redMask, greenMask, blueMask;
2127 short depthSize, stencilSize;
2129 } StaticPixelFormatDesc;
2131 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2132 WineD3D_GL_Info *gl_info,
2133 const GlPixelFormatDesc **glDesc);
2135 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2136 return (device->vs_selected_mode != SHADER_NONE
2137 && device->stateBlock->vertexShader
2138 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2139 && !device->strided_streams.u.s.position_transformed);
2142 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2143 return (device->ps_selected_mode != SHADER_NONE
2144 && device->stateBlock->pixelShader
2145 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2148 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2149 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);