2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
130 void *wined3d_rb_alloc(size_t size);
131 void *wined3d_rb_realloc(void *ptr, size_t size);
132 void wined3d_rb_free(void *ptr);
135 #define MAX_PALETTES 65536
136 #define MAX_STREAMS 16
137 #define MAX_TEXTURES 8
138 #define MAX_FRAGMENT_SAMPLERS 16
139 #define MAX_VERTEX_SAMPLERS 4
140 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
141 #define MAX_ACTIVE_LIGHTS 8
142 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
144 /* Used for CreateStateBlock */
145 #define NUM_SAVEDPIXELSTATES_R 35
146 #define NUM_SAVEDPIXELSTATES_T 18
147 #define NUM_SAVEDPIXELSTATES_S 12
148 #define NUM_SAVEDVERTEXSTATES_R 34
149 #define NUM_SAVEDVERTEXSTATES_T 2
150 #define NUM_SAVEDVERTEXSTATES_S 1
152 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
153 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
154 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
155 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
156 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
157 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
159 typedef enum _WINELOOKUP {
160 WINELOOKUP_WARPPARAM = 0,
164 extern const int minLookup[MAX_LOOKUPS];
165 extern const int maxLookup[MAX_LOOKUPS];
166 extern DWORD *stateLookup[MAX_LOOKUPS];
170 GLenum mip[WINED3DTEXF_LINEAR + 1];
173 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
174 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
175 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
176 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
178 extern const struct filter_lookup filter_lookup_nofilter;
179 extern struct filter_lookup filter_lookup;
181 /* float_16_to_32() and float_32_to_16() (see implementation in
182 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
183 * to standard C floats and vice versa. They do not depend on the encoding
184 * of the C float, so they are platform independent, but slow. On x86 and
185 * other IEEE 754 compliant platforms the conversion can be accelerated by
186 * bit shifting the exponent and mantissa. There are also some SSE-based
187 * assembly routines out there.
189 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
191 static inline float float_16_to_32(const unsigned short *in) {
192 const unsigned short s = ((*in) & 0x8000);
193 const unsigned short e = ((*in) & 0x7C00) >> 10;
194 const unsigned short m = (*in) & 0x3FF;
195 const float sgn = (s ? -1.0 : 1.0);
198 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
199 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
201 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
203 if(m == 0) return sgn / 0.0; /* +INF / -INF */
204 else return 0.0 / 0.0; /* NAN */
208 static inline float float_24_to_32(DWORD in)
210 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
211 const unsigned short e = (in & 0x780000) >> 19;
212 const unsigned short m = in & 0x7ffff;
216 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
217 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
221 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
225 if (m == 0) return sgn / 0.0; /* +INF / -INF */
226 else return 0.0 / 0.0; /* NAN */
246 #define ORM_BACKBUFFER 0
247 #define ORM_PBUFFER 1
251 #define SHADER_GLSL 2
253 #define SHADER_NONE 4
255 #define RTL_DISABLE -1
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
259 #define RTL_TEXDRAW 3
262 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
263 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
265 /* NOTE: When adding fields to this structure, make sure to update the default
266 * values in wined3d_main.c as well. */
267 typedef struct wined3d_settings_s {
268 /* vertex and pixel shader modes */
272 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
273 we should use it. However, until it's fully implemented, we'll leave it as a registry
274 setting for developers. */
276 int offscreen_rendering_mode;
277 int rendertargetlock_mode;
278 unsigned short pci_vendor_id;
279 unsigned short pci_device_id;
280 /* Memory tracking and object counting */
281 unsigned int emulated_textureram;
283 int allow_multisampling;
284 } wined3d_settings_t;
286 extern wined3d_settings_t wined3d_settings;
288 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
290 WINED3DSTT_UNKNOWN = 0,
294 WINED3DSTT_VOLUME = 4,
295 } WINED3DSAMPLER_TEXTURE_TYPE;
297 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
322 } WINED3DSHADER_PARAM_REGISTER_TYPE;
324 enum wined3d_immconst_type
326 WINED3D_IMMCONST_FLOAT,
327 WINED3D_IMMCONST_FLOAT4,
330 typedef enum _WINED3DVS_RASTOUT_OFFSETS
332 WINED3DSRO_POSITION = 0,
334 WINED3DSRO_POINT_SIZE = 2,
335 } WINED3DVS_RASTOUT_OFFSETS;
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
339 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
341 WINED3DSPSM_NONE = 0,
343 WINED3DSPSM_BIAS = 2,
344 WINED3DSPSM_BIASNEG = 3,
345 WINED3DSPSM_SIGN = 4,
346 WINED3DSPSM_SIGNNEG = 5,
347 WINED3DSPSM_COMP = 6,
349 WINED3DSPSM_X2NEG = 8,
352 WINED3DSPSM_ABS = 11,
353 WINED3DSPSM_ABSNEG = 12,
354 WINED3DSPSM_NOT = 13,
355 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
357 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
363 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
365 WINED3DSPDM_NONE = 0,
366 WINED3DSPDM_SATURATE = 1,
367 WINED3DSPDM_PARTIALPRECISION = 2,
368 WINED3DSPDM_MSAMPCENTROID = 4,
369 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
371 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
393 WINED3DSIO_M4x4 = 20,
394 WINED3DSIO_M4x3 = 21,
395 WINED3DSIO_M3x4 = 22,
396 WINED3DSIO_M3x3 = 23,
397 WINED3DSIO_M3x2 = 24,
398 WINED3DSIO_CALL = 25,
399 WINED3DSIO_CALLNZ = 26,
400 WINED3DSIO_LOOP = 27,
402 WINED3DSIO_ENDLOOP = 29,
403 WINED3DSIO_LABEL = 30,
410 WINED3DSIO_SINCOS = 37,
412 WINED3DSIO_ENDREP = 39,
415 WINED3DSIO_ELSE = 42,
416 WINED3DSIO_ENDIF = 43,
417 WINED3DSIO_BREAK = 44,
418 WINED3DSIO_BREAKC = 45,
419 WINED3DSIO_MOVA = 46,
420 WINED3DSIO_DEFB = 47,
421 WINED3DSIO_DEFI = 48,
423 WINED3DSIO_TEXCOORD = 64,
424 WINED3DSIO_TEXKILL = 65,
426 WINED3DSIO_TEXBEM = 67,
427 WINED3DSIO_TEXBEML = 68,
428 WINED3DSIO_TEXREG2AR = 69,
429 WINED3DSIO_TEXREG2GB = 70,
430 WINED3DSIO_TEXM3x2PAD = 71,
431 WINED3DSIO_TEXM3x2TEX = 72,
432 WINED3DSIO_TEXM3x3PAD = 73,
433 WINED3DSIO_TEXM3x3TEX = 74,
434 WINED3DSIO_TEXM3x3DIFF = 75,
435 WINED3DSIO_TEXM3x3SPEC = 76,
436 WINED3DSIO_TEXM3x3VSPEC = 77,
437 WINED3DSIO_EXPP = 78,
438 WINED3DSIO_LOGP = 79,
441 WINED3DSIO_TEXREG2RGB = 82,
442 WINED3DSIO_TEXDP3TEX = 83,
443 WINED3DSIO_TEXM3x2DEPTH = 84,
444 WINED3DSIO_TEXDP3 = 85,
445 WINED3DSIO_TEXM3x3 = 86,
446 WINED3DSIO_TEXDEPTH = 87,
449 WINED3DSIO_DP2ADD = 90,
452 WINED3DSIO_TEXLDD = 93,
453 WINED3DSIO_SETP = 94,
454 WINED3DSIO_TEXLDL = 95,
455 WINED3DSIO_BREAKP = 96,
457 WINED3DSIO_PHASE = 0xfffd,
458 WINED3DSIO_COMMENT = 0xfffe,
459 WINED3DSIO_END = 0Xffff,
460 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
462 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
463 #define WINED3DSI_TEXLD_PROJECT 1
464 #define WINED3DSI_TEXLD_BIAS 2
466 typedef enum COMPARISON_TYPE
476 #define WINED3D_SM1_VS 0xfffe
477 #define WINED3D_SM1_PS 0xffff
478 #define WINED3D_SM4_PS 0x0000
479 #define WINED3D_SM4_VS 0x0001
480 #define WINED3D_SM4_GS 0x0002
482 /* Shader version tokens, and shader end tokens */
483 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
484 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
486 /* Shader backends */
488 /* TODO: Make this dynamic, based on shader limits ? */
489 #define MAX_ATTRIBS 16
490 #define MAX_REG_ADDR 1
491 #define MAX_REG_TEMP 32
492 #define MAX_REG_TEXCRD 8
493 #define MAX_REG_INPUT 12
494 #define MAX_REG_OUTPUT 12
495 #define MAX_CONST_I 16
496 #define MAX_CONST_B 16
498 /* FIXME: This needs to go up to 2048 for
499 * Shader model 3 according to msdn (and for software shaders) */
500 #define MAX_LABELS 16
502 #define SHADER_PGMSIZE 65535
503 typedef struct SHADER_BUFFER {
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
579 WINED3DSIH_TEXDP3TEX,
583 WINED3DSIH_TEXM3x2DEPTH,
584 WINED3DSIH_TEXM3x2PAD,
585 WINED3DSIH_TEXM3x2TEX,
587 WINED3DSIH_TEXM3x3DIFF,
588 WINED3DSIH_TEXM3x3PAD,
589 WINED3DSIH_TEXM3x3SPEC,
590 WINED3DSIH_TEXM3x3TEX,
591 WINED3DSIH_TEXM3x3VSPEC,
592 WINED3DSIH_TEXREG2AR,
593 WINED3DSIH_TEXREG2GB,
594 WINED3DSIH_TEXREG2RGB,
595 WINED3DSIH_TABLE_SIZE
598 enum wined3d_shader_type
600 WINED3D_SHADER_TYPE_PIXEL,
601 WINED3D_SHADER_TYPE_VERTEX,
602 WINED3D_SHADER_TYPE_GEOMETRY,
605 struct wined3d_shader_version
607 enum wined3d_shader_type type;
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
614 typedef struct shader_reg_maps
616 struct wined3d_shader_version shader_version;
617 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
618 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
619 char address[MAX_REG_ADDR]; /* vertex */
620 char labels[MAX_LABELS]; /* pixel, vertex */
621 DWORD *constf; /* pixel, vertex */
622 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
623 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
625 WORD integer_constants; /* MAX_CONST_I, 16 */
626 WORD boolean_constants; /* MAX_CONST_B, 16 */
627 WORD local_int_consts; /* MAX_CONST_I, 16 */
628 WORD local_bool_consts; /* MAX_CONST_B, 16 */
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
633 unsigned usesnrm : 1;
635 unsigned usesdsx : 1;
636 unsigned usesdsy : 1;
637 unsigned usestexldd : 1;
638 unsigned usesmova : 1;
639 unsigned usesfacing : 1;
640 unsigned usesrelconstF : 1;
642 unsigned usestexldl : 1;
643 unsigned usesifc : 1;
644 unsigned padding : 5;
646 /* Whether or not loops are used in this shader, and nesting depth */
648 unsigned highest_render_target;
652 struct wined3d_shader_context
654 IWineD3DBaseShader *shader;
655 const struct shader_reg_maps *reg_maps;
656 SHADER_BUFFER *buffer;
660 struct wined3d_shader_register
662 WINED3DSHADER_PARAM_REGISTER_TYPE type;
664 const struct wined3d_shader_src_param *rel_addr;
665 enum wined3d_immconst_type immconst_type;
666 DWORD immconst_data[4];
669 struct wined3d_shader_dst_param
671 struct wined3d_shader_register reg;
677 struct wined3d_shader_src_param
679 struct wined3d_shader_register reg;
684 struct wined3d_shader_instruction
686 const struct wined3d_shader_context *ctx;
687 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
692 const struct wined3d_shader_dst_param *dst;
694 const struct wined3d_shader_src_param *src;
697 struct wined3d_shader_semantic
699 WINED3DDECLUSAGE usage;
701 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
702 struct wined3d_shader_dst_param reg;
705 struct wined3d_shader_attribute
707 WINED3DDECLUSAGE usage;
711 struct wined3d_shader_frontend
713 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
714 void (*shader_free)(void *data);
715 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
716 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
717 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
718 struct wined3d_shader_src_param *src_rel_addr);
719 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
720 struct wined3d_shader_src_param *dst_rel_addr);
721 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
722 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
723 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
726 extern const struct wined3d_shader_frontend sm1_shader_frontend;
727 extern const struct wined3d_shader_frontend sm4_shader_frontend;
729 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
732 DWORD VertexShaderVersion;
733 DWORD MaxVertexShaderConst;
735 DWORD PixelShaderVersion;
736 float PixelShader1xMaxValue;
737 DWORD MaxPixelShaderConst;
739 WINED3DVSHADERCAPS2_0 VS20Caps;
740 WINED3DPSHADERCAPS2_0 PS20Caps;
742 DWORD MaxVShaderInstructionsExecuted;
743 DWORD MaxPShaderInstructionsExecuted;
744 DWORD MaxVertexShader30InstructionSlots;
745 DWORD MaxPixelShader30InstructionSlots;
760 enum vertexprocessing_mode {
766 #define WINED3D_CONST_NUM_UNUSED ~0U
775 /* Stateblock dependent parameters which have to be hardcoded
776 * into the shader code
778 struct ps_compile_args {
779 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
780 enum vertexprocessing_mode vp_mode;
782 /* Projected textures(ps 1.0-1.3) */
783 /* Texture types(2D, Cube, 3D) in ps 1.x */
784 BOOL srgb_correction;
786 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
787 D3D9 has a limit of 16 samplers and the fixup is superfluous
788 in D3D10 (unconditional NP2 support mandatory). */
796 struct vs_compile_args {
798 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
802 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
803 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
804 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
805 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
806 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
807 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
808 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
809 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
810 void (*shader_destroy)(IWineD3DBaseShader *iface);
811 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
812 void (*shader_free_private)(IWineD3DDevice *iface);
813 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
814 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
815 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
816 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
819 extern const shader_backend_t glsl_shader_backend;
820 extern const shader_backend_t arb_program_shader_backend;
821 extern const shader_backend_t none_shader_backend;
825 extern void (* CDECL wine_tsx11_lock_ptr)(void);
826 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
828 /* As GLX relies on X, this is needed */
832 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
833 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
835 #define ENTER_GL() wine_tsx11_lock_ptr()
836 #define LEAVE_GL() wine_tsx11_unlock_ptr()
839 /*****************************************************************************
843 /* GL related defines */
844 /* ------------------ */
845 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
846 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
847 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
848 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
850 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
851 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
852 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
853 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
855 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
857 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
858 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
860 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
861 (vec)[0] = D3DCOLOR_R(dw); \
862 (vec)[1] = D3DCOLOR_G(dw); \
863 (vec)[2] = D3DCOLOR_B(dw); \
864 (vec)[3] = D3DCOLOR_A(dw); \
867 /* DirectX Device Limits */
868 /* --------------------- */
869 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
870 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
871 See MaxStreams in MSDN under GetDeviceCaps */
872 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
874 /* Checking of API calls */
875 /* --------------------- */
876 #ifndef WINE_NO_DEBUG_MSGS
877 #define checkGLcall(A) \
879 GLint err = glGetError(); \
880 if (err == GL_NO_ERROR) { \
881 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
884 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
885 debug_glerror(err), err, A, __FILE__, __LINE__); \
886 err = glGetError(); \
887 } while (err != GL_NO_ERROR); \
890 #define checkGLcall(A) do {} while(0)
893 /* Trace routines / diagnostics */
894 /* ---------------------------- */
896 /* Dump out a matrix and copy it */
897 #define conv_mat(mat,gl_mat) \
899 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
900 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
901 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
902 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
903 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
906 /* Macro to dump out the current state of the light chain */
907 #define DUMP_LIGHT_CHAIN() \
909 PLIGHTINFOEL *el = This->stateBlock->lights;\
911 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
916 /* Trace vector and strided data information */
917 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
918 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
919 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
920 si->elements[name].buffer_object, si->elements[name].stream_idx);
922 /* Defines used for optimizations */
924 /* Only reapply what is necessary */
925 #define REAPPLY_ALPHAOP 0x0001
926 #define REAPPLY_ALL 0xFFFF
928 /* Advance declaration of structures to satisfy compiler */
929 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
930 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
931 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
932 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
934 /* Global variables */
935 extern const float identity[16];
937 /*****************************************************************************
938 * Compilable extra diagnostics
941 /* Trace information per-vertex: (extremely high amount of trace) */
942 #if 0 /* NOTE: Must be 0 in cvs */
943 # define VTRACE(A) TRACE A
948 /* TODO: Confirm each of these works when wined3d move completed */
949 #if 0 /* NOTE: Must be 0 in cvs */
950 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
951 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
952 is enabled, and if it doesn't exist it is disabled. */
953 # define FRAME_DEBUGGING
954 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
955 the file is deleted */
956 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
957 # define SINGLE_FRAME_DEBUGGING
959 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
960 It can only be enabled when FRAME_DEBUGGING is also enabled
961 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
963 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
964 # define SHOW_FRAME_MAKEUP 1
966 /* The following, when enabled, lets you see the makeup of the all the textures used during each
967 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
968 The contents of the textures assigned to each stage are written into
969 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
970 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
971 # define SHOW_TEXTURE_MAKEUP 0
974 extern BOOL isDumpingFrames;
975 extern LONG primCounter;
980 WINED3D_FFP_POSITION = 0,
981 WINED3D_FFP_BLENDWEIGHT = 1,
982 WINED3D_FFP_BLENDINDICES = 2,
983 WINED3D_FFP_NORMAL = 3,
984 WINED3D_FFP_PSIZE = 4,
985 WINED3D_FFP_DIFFUSE = 5,
986 WINED3D_FFP_SPECULAR = 6,
987 WINED3D_FFP_TEXCOORD0 = 7,
988 WINED3D_FFP_TEXCOORD1 = 8,
989 WINED3D_FFP_TEXCOORD2 = 9,
990 WINED3D_FFP_TEXCOORD3 = 10,
991 WINED3D_FFP_TEXCOORD4 = 11,
992 WINED3D_FFP_TEXCOORD5 = 12,
993 WINED3D_FFP_TEXCOORD6 = 13,
994 WINED3D_FFP_TEXCOORD7 = 14,
997 enum wined3d_ffp_emit_idx
999 WINED3D_FFP_EMIT_FLOAT1 = 0,
1000 WINED3D_FFP_EMIT_FLOAT2 = 1,
1001 WINED3D_FFP_EMIT_FLOAT3 = 2,
1002 WINED3D_FFP_EMIT_FLOAT4 = 3,
1003 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1004 WINED3D_FFP_EMIT_UBYTE4 = 5,
1005 WINED3D_FFP_EMIT_SHORT2 = 6,
1006 WINED3D_FFP_EMIT_SHORT4 = 7,
1007 WINED3D_FFP_EMIT_UBYTE4N = 8,
1008 WINED3D_FFP_EMIT_SHORT2N = 9,
1009 WINED3D_FFP_EMIT_SHORT4N = 10,
1010 WINED3D_FFP_EMIT_USHORT2N = 11,
1011 WINED3D_FFP_EMIT_USHORT4N = 12,
1012 WINED3D_FFP_EMIT_UDEC3 = 13,
1013 WINED3D_FFP_EMIT_DEC3N = 14,
1014 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1015 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1016 WINED3D_FFP_EMIT_COUNT = 17
1019 struct wined3d_stream_info_element
1021 const struct GlPixelFormatDesc *format_desc;
1025 GLuint buffer_object;
1028 struct wined3d_stream_info
1030 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1031 BOOL position_transformed;
1032 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1033 WORD use_map; /* MAX_ATTRIBS, 16 */
1036 /*****************************************************************************
1040 /* Routine common to the draw primitive and draw indexed primitive routines */
1041 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1042 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1043 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1045 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1046 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1047 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1049 extern glAttribFunc specular_func_3ubv;
1050 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1051 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1052 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1056 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1057 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1059 /* Routines and structures related to state management */
1060 typedef struct WineD3DContext WineD3DContext;
1061 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1063 #define STATE_RENDER(a) (a)
1064 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1066 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1067 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1069 /* + 1 because samplers start with 0 */
1070 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1071 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1073 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1074 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1076 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1077 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1079 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1080 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1081 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1082 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1084 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1085 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1087 #define STATE_VSHADER (STATE_VDECL + 1)
1088 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1090 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1091 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1093 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1094 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1095 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1096 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1098 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1099 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1101 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1102 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1104 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1105 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1107 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1109 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1111 #define STATE_HIGHEST (STATE_FRONTFACE)
1115 DWORD representative;
1116 APPLYSTATEFUNC apply;
1119 struct StateEntryTemplate
1122 struct StateEntry content;
1123 GL_SupportedExt extension;
1126 struct fragment_caps {
1127 DWORD PrimitiveMiscCaps;
1129 DWORD TextureOpCaps;
1130 DWORD MaxTextureBlendStages;
1131 DWORD MaxSimultaneousTextures;
1134 struct fragment_pipeline {
1135 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1136 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1137 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1138 void (*free_private)(IWineD3DDevice *iface);
1139 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1140 const struct StateEntryTemplate *states;
1141 BOOL ffp_proj_control;
1144 extern const struct StateEntryTemplate misc_state_template[];
1145 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1146 extern const struct fragment_pipeline ffp_fragment_pipeline;
1147 extern const struct fragment_pipeline atifs_fragment_pipeline;
1148 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1149 extern const struct fragment_pipeline nvts_fragment_pipeline;
1150 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1152 /* "Base" state table */
1153 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1154 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1155 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1157 /* Shaders for color conversions in blits */
1158 struct blit_shader {
1159 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1160 void (*free_private)(IWineD3DDevice *iface);
1161 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1162 GLenum textype, UINT width, UINT height);
1163 void (*unset_shader)(IWineD3DDevice *iface);
1164 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1167 extern const struct blit_shader ffp_blit;
1168 extern const struct blit_shader arbfp_blit;
1176 #define WINED3D_MAX_FBO_ENTRIES 64
1178 /* The new context manager that should deal with onscreen and offscreen rendering */
1179 struct WineD3DContext {
1180 /* State dirtification
1181 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1182 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1183 * 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
1184 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1186 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1187 DWORD numDirtyEntries;
1188 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1190 IWineD3DSurface *surface;
1191 DWORD tid; /* Thread ID which owns this context at the moment */
1193 /* Stores some information about the context state for optimization */
1194 WORD draw_buffer_dirty : 1;
1195 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1196 WORD last_was_pshader : 1;
1197 WORD last_was_vshader : 1;
1198 WORD namedArraysLoaded : 1;
1199 WORD numberedArraysLoaded : 1;
1200 WORD last_was_blit : 1;
1201 WORD last_was_ckey : 1;
1204 WORD fog_enabled : 1;
1205 WORD num_untracked_materials : 2; /* Max value 2 */
1207 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1208 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1209 DWORD numbered_array_mask;
1210 GLenum tracking_parm; /* Which source is tracking current colour */
1211 GLenum untracked_materials[2];
1212 UINT blit_w, blit_h;
1213 enum fogsource fog_source;
1215 char *vshader_const_dirty, *pshader_const_dirty;
1217 /* The actual opengl context */
1221 HPBUFFERARB pbuffer;
1225 UINT fbo_entry_count;
1226 struct list fbo_list;
1227 struct fbo_entry *current_fbo;
1231 /* Extension emulation */
1232 GLint gl_fog_source;
1233 GLfloat fog_coord_value;
1234 GLfloat color[4], fogstart, fogend, fogcolor[4];
1235 GLuint dummy_arbfp_prog;
1238 typedef enum ContextUsage {
1239 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1240 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1241 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1242 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1245 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1246 WineD3DContext *getActiveContext(void);
1247 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1248 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1249 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1250 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1251 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1252 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1254 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1255 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1257 /* Macros for doing basic GPU detection based on opengl capabilities */
1258 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1259 #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])
1260 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1261 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1263 /* Default callbacks for implicit object destruction */
1264 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1266 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1268 /*****************************************************************************
1269 * Internal representation of a light
1271 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1272 struct PLIGHTINFOEL {
1273 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1274 DWORD OriginalIndex;
1277 BOOL enabledChanged;
1280 /* Converted parms to speed up swapping lights */
1289 /* The default light parameters */
1290 extern const WINED3DLIGHT WINED3D_default_light;
1292 typedef struct WineD3D_PixelFormat
1294 int iPixelFormat; /* WGL pixel format */
1295 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1296 int redSize, greenSize, blueSize, alphaSize;
1297 int depthSize, stencilSize;
1298 BOOL windowDrawable;
1299 BOOL pbufferDrawable;
1303 } WineD3D_PixelFormat;
1305 /* The adapter structure */
1306 struct WineD3DAdapter
1311 WineD3D_GL_Info gl_info;
1313 const char *description;
1314 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1316 WineD3D_PixelFormat *cfgs;
1317 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1318 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1319 unsigned int UsedTextureRam;
1322 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1323 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1324 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1325 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1327 /*****************************************************************************
1328 * High order patch management
1330 struct WineD3DRectPatch
1334 WineDirect3DVertexStridedData strided;
1335 WINED3DRECTPATCH_INFO RectPatchInfo;
1337 char has_normals, has_texcoords;
1341 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1343 enum projection_types
1356 /*****************************************************************************
1357 * Fixed function pipeline replacements
1359 #define ARG_UNUSED 0xff
1360 struct texture_stage_op
1372 struct color_fixup_desc color_fixup;
1373 unsigned tex_type : 3;
1375 unsigned projected : 2;
1376 unsigned padding : 10;
1379 struct ffp_frag_settings {
1380 struct texture_stage_op op[MAX_TEXTURES];
1382 /* Use shorts instead of chars to get dword alignment */
1383 unsigned short sRGB_write;
1384 unsigned short emul_clipplanes;
1387 struct ffp_frag_desc
1389 struct wine_rb_entry entry;
1390 struct ffp_frag_settings settings;
1393 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1395 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1396 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1397 const struct ffp_frag_settings *settings);
1398 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1400 /*****************************************************************************
1401 * IWineD3D implementation structure
1403 typedef struct IWineD3DImpl
1405 /* IUnknown fields */
1406 const IWineD3DVtbl *lpVtbl;
1407 LONG ref; /* Note: Ref counting not required */
1409 /* WineD3D Information */
1414 struct WineD3DAdapter adapters[1];
1417 extern const IWineD3DVtbl IWineD3D_Vtbl;
1419 BOOL InitAdapters(IWineD3DImpl *This);
1421 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1422 (since it will break quite a few things until contexts are managed properly!) */
1423 extern BOOL pbuffer_support;
1424 /* allocate one pbuffer per surface */
1425 extern BOOL pbuffer_per_surface;
1427 /* A helper function that dumps a resource list */
1428 void dumpResources(struct list *list);
1430 /*****************************************************************************
1431 * IWineD3DDevice implementation structure
1433 #define WINED3D_UNMAPPED_STAGE ~0U
1435 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1436 #define WINED3DCREATE_MULTITHREADED 0x00000004
1438 struct IWineD3DDeviceImpl
1440 /* IUnknown fields */
1441 const IWineD3DDeviceVtbl *lpVtbl;
1442 LONG ref; /* Note: Ref counting not required */
1444 /* WineD3D Information */
1446 IWineD3DDeviceParent *device_parent;
1448 struct WineD3DAdapter *adapter;
1450 /* Window styles to restore when switching fullscreen mode */
1454 /* X and GL Information */
1455 GLint maxConcurrentLights;
1456 GLenum offscreenBuffer;
1458 /* Selected capabilities */
1459 int vs_selected_mode;
1460 int ps_selected_mode;
1461 const shader_backend_t *shader_backend;
1463 void *fragment_priv;
1465 struct StateEntry StateTable[STATE_HIGHEST + 1];
1466 /* Array of functions for states which are handled by more than one pipeline part */
1467 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1468 const struct fragment_pipeline *frag_pipe;
1469 const struct blit_shader *blitter;
1471 unsigned int max_ffp_textures, max_ffp_texture_stages;
1472 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1475 WORD view_ident : 1; /* true iff view matrix is identity */
1476 WORD untransformed : 1;
1477 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1478 WORD isRecordingState : 1;
1480 WORD render_offscreen : 1;
1481 WORD bCursorVisible : 1;
1482 WORD haveHardwareCursor : 1;
1483 WORD d3d_initialized : 1;
1484 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1485 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1486 WORD useDrawStridedSlow : 1;
1487 WORD instancedDraw : 1;
1490 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1492 #define DDRAW_PITCH_ALIGNMENT 8
1493 #define D3D8_PITCH_ALIGNMENT 4
1494 unsigned char surface_alignment; /* Line Alignment of surfaces */
1496 /* State block related */
1497 IWineD3DStateBlockImpl *stateBlock;
1498 IWineD3DStateBlockImpl *updateStateBlock;
1500 /* Internal use fields */
1501 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1503 WINED3DDEVTYPE devType;
1505 IWineD3DSwapChain **swapchains;
1506 UINT NumberOfSwapChains;
1508 struct list resources; /* a linked list to track resources created by the device */
1509 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1510 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1512 /* Render Target Support */
1513 IWineD3DSurface **render_targets;
1514 IWineD3DSurface *auto_depth_stencil_buffer;
1515 IWineD3DSurface *stencilBufferTarget;
1517 /* Caches to avoid unneeded context changes */
1518 IWineD3DSurface *lastActiveRenderTarget;
1519 IWineD3DSwapChain *lastActiveSwapChain;
1521 /* palettes texture management */
1522 UINT NumberOfPalettes;
1523 PALETTEENTRY **palettes;
1524 UINT currentPalette;
1525 UINT paletteConversionShader;
1527 /* For rendering to a texture using glCopyTexImage */
1528 GLenum *draw_buffers;
1529 GLuint depth_blt_texture;
1530 GLuint depth_blt_rb;
1531 UINT depth_blt_rb_w;
1532 UINT depth_blt_rb_h;
1534 /* Cursor management */
1539 UINT cursorWidth, cursorHeight;
1540 GLuint cursorTexture;
1541 HCURSOR hardwareCursor;
1543 /* The Wine logo surface */
1544 IWineD3DSurface *logo_surface;
1546 /* Textures for when no other textures are mapped */
1547 UINT dummyTextureName[MAX_TEXTURES];
1549 /* Device state management */
1552 /* DirectDraw stuff */
1553 DWORD ddraw_width, ddraw_height;
1554 WINED3DFORMAT ddraw_format;
1556 /* Final position fixup constant */
1559 /* With register combiners we can skip junk texture stages */
1560 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1561 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1563 /* Stream source management */
1564 struct wined3d_stream_info strided_streams;
1565 const WineDirect3DVertexStridedData *up_strided;
1567 /* Context management */
1568 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1569 WineD3DContext *activeContext;
1572 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1573 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1575 /* High level patch management */
1576 #define PATCHMAP_SIZE 43
1577 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1578 struct list patches[PATCHMAP_SIZE];
1579 struct WineD3DRectPatch *currentPatch;
1582 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1584 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1585 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1586 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1587 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1588 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1589 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1590 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1591 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1592 float Z, DWORD Stencil);
1593 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1594 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1595 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1596 DWORD idx = state >> 5;
1597 BYTE shift = state & 0x1f;
1598 return context->isStateDirty[idx] & (1 << shift);
1601 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1602 typedef struct PrivateData
1607 DWORD flags; /* DDSPD_* */
1618 /*****************************************************************************
1619 * IWineD3DResource implementation structure
1621 typedef struct IWineD3DResourceClass
1623 /* IUnknown fields */
1624 LONG ref; /* Note: Ref counting not required */
1626 /* WineD3DResource Information */
1628 WINED3DRESOURCETYPE resourceType;
1629 IWineD3DDeviceImpl *wineD3DDevice;
1633 const struct GlPixelFormatDesc *format_desc;
1635 BYTE *allocatedMemory; /* Pointer to the real data location */
1636 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1637 struct list privateData;
1638 struct list resource_list_entry;
1640 } IWineD3DResourceClass;
1642 typedef struct IWineD3DResourceImpl
1644 /* IUnknown & WineD3DResource Information */
1645 const IWineD3DResourceVtbl *lpVtbl;
1646 IWineD3DResourceClass resource;
1647 } IWineD3DResourceImpl;
1649 void resource_cleanup(IWineD3DResource *iface);
1650 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1651 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1652 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1653 DWORD resource_get_priority(IWineD3DResource *iface);
1654 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1655 void *data, DWORD *data_size);
1656 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1657 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1658 WINED3DPOOL pool, IUnknown *parent);
1659 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1660 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1661 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1662 const void *data, DWORD data_size, DWORD flags);
1664 /* Tests show that the start address of resources is 32 byte aligned */
1665 #define RESOURCE_ALIGNMENT 32
1667 /*****************************************************************************
1668 * IWineD3DBaseTexture D3D- > openGL state map lookups
1671 typedef enum winetexturestates {
1672 WINED3DTEXSTA_ADDRESSU = 0,
1673 WINED3DTEXSTA_ADDRESSV = 1,
1674 WINED3DTEXSTA_ADDRESSW = 2,
1675 WINED3DTEXSTA_BORDERCOLOR = 3,
1676 WINED3DTEXSTA_MAGFILTER = 4,
1677 WINED3DTEXSTA_MINFILTER = 5,
1678 WINED3DTEXSTA_MIPFILTER = 6,
1679 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1680 WINED3DTEXSTA_MAXANISOTROPY = 8,
1681 WINED3DTEXSTA_SRGBTEXTURE = 9,
1682 WINED3DTEXSTA_ELEMENTINDEX = 10,
1683 WINED3DTEXSTA_DMAPOFFSET = 11,
1684 WINED3DTEXSTA_TSSADDRESSW = 12,
1685 MAX_WINETEXTURESTATES = 13,
1686 } winetexturestates;
1690 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1691 SRGB_RGB = 1, /* Loads the rgb texture */
1692 SRGB_SRGB = 2, /* Loads the srgb texture */
1693 SRGB_BOTH = 3, /* Loads both textures */
1696 /*****************************************************************************
1697 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1699 typedef struct IWineD3DBaseTextureClass
1701 DWORD states[MAX_WINETEXTURESTATES];
1702 DWORD srgbstates[MAX_WINETEXTURESTATES];
1704 BOOL dirty, srgbDirty;
1705 UINT textureName, srgbTextureName;
1706 float pow2Matrix[16];
1708 WINED3DTEXTUREFILTERTYPE filterType;
1712 BOOL pow2Matrix_identity;
1713 const struct min_lookup *minMipLookup;
1714 const GLenum *magLookup;
1715 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1716 } IWineD3DBaseTextureClass;
1718 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1720 typedef struct IWineD3DBaseTextureImpl
1722 /* IUnknown & WineD3DResource Information */
1723 const IWineD3DBaseTextureVtbl *lpVtbl;
1724 IWineD3DResourceClass resource;
1725 IWineD3DBaseTextureClass baseTexture;
1727 } IWineD3DBaseTextureImpl;
1729 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1730 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1731 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1732 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1733 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1734 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1735 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1736 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1737 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1738 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1739 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1740 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1741 WINED3DPOOL pool, IUnknown *parent);
1742 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1743 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1744 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1745 void basetexture_unload(IWineD3DBaseTexture *iface);
1746 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1747 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1748 This->baseTexture.is_srgb = srgb;
1751 /*****************************************************************************
1752 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1754 typedef struct IWineD3DTextureImpl
1756 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1757 const IWineD3DTextureVtbl *lpVtbl;
1758 IWineD3DResourceClass resource;
1759 IWineD3DBaseTextureClass baseTexture;
1761 /* IWineD3DTexture */
1762 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1766 } IWineD3DTextureImpl;
1768 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1770 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1771 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1773 /*****************************************************************************
1774 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1776 typedef struct IWineD3DCubeTextureImpl
1778 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1779 const IWineD3DCubeTextureVtbl *lpVtbl;
1780 IWineD3DResourceClass resource;
1781 IWineD3DBaseTextureClass baseTexture;
1783 /* IWineD3DCubeTexture */
1784 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1785 } IWineD3DCubeTextureImpl;
1787 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1789 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1790 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1792 typedef struct _WINED3DVOLUMET_DESC
1797 } WINED3DVOLUMET_DESC;
1799 /*****************************************************************************
1800 * IWineD3DVolume implementation structure (extends IUnknown)
1802 typedef struct IWineD3DVolumeImpl
1804 /* IUnknown & WineD3DResource fields */
1805 const IWineD3DVolumeVtbl *lpVtbl;
1806 IWineD3DResourceClass resource;
1808 /* WineD3DVolume Information */
1809 WINED3DVOLUMET_DESC currentDesc;
1810 IWineD3DBase *container;
1813 WINED3DBOX lockedBox;
1814 WINED3DBOX dirtyBox;
1816 } IWineD3DVolumeImpl;
1818 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1820 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1822 /*****************************************************************************
1823 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1825 typedef struct IWineD3DVolumeTextureImpl
1827 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1828 const IWineD3DVolumeTextureVtbl *lpVtbl;
1829 IWineD3DResourceClass resource;
1830 IWineD3DBaseTextureClass baseTexture;
1832 /* IWineD3DVolumeTexture */
1833 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1834 } IWineD3DVolumeTextureImpl;
1836 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1838 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1839 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1841 typedef struct _WINED3DSURFACET_DESC
1843 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1844 DWORD MultiSampleQuality;
1847 } WINED3DSURFACET_DESC;
1849 /*****************************************************************************
1850 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1852 typedef struct wineD3DSurface_DIB {
1858 } wineD3DSurface_DIB;
1865 } renderbuffer_entry_t;
1870 IWineD3DSurface **render_targets;
1871 IWineD3DSurface *depth_stencil;
1876 /*****************************************************************************
1877 * IWineD3DClipp implementation structure
1879 typedef struct IWineD3DClipperImpl
1881 const IWineD3DClipperVtbl *lpVtbl;
1886 } IWineD3DClipperImpl;
1889 /*****************************************************************************
1890 * IWineD3DSurface implementation structure
1892 struct IWineD3DSurfaceImpl
1894 /* IUnknown & IWineD3DResource Information */
1895 const IWineD3DSurfaceVtbl *lpVtbl;
1896 IWineD3DResourceClass resource;
1898 /* IWineD3DSurface fields */
1899 IWineD3DBase *container;
1900 WINED3DSURFACET_DESC currentDesc;
1901 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1902 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1904 /* TODO: move this off into a management class(maybe!) */
1910 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1911 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1913 /* Oversized texture */
1922 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1924 glDescriptor glDescription;
1927 wineD3DSurface_DIB dib;
1930 /* Color keys for DDraw */
1931 WINEDDCOLORKEY DestBltCKey;
1932 WINEDDCOLORKEY DestOverlayCKey;
1933 WINEDDCOLORKEY SrcOverlayCKey;
1934 WINEDDCOLORKEY SrcBltCKey;
1937 WINEDDCOLORKEY glCKey;
1939 struct list renderbuffers;
1940 renderbuffer_entry_t *current_renderbuffer;
1942 /* DirectDraw clippers */
1943 IWineD3DClipper *clipper;
1945 /* DirectDraw Overlay handling */
1946 RECT overlay_srcrect;
1947 RECT overlay_destrect;
1948 IWineD3DSurfaceImpl *overlay_dest;
1949 struct list overlays;
1950 struct list overlay_entry;
1953 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1954 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1956 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1957 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1958 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1959 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1960 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1961 WINED3DPOOL pool, IUnknown *parent);
1963 /* Predeclare the shared Surface functions */
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1965 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1970 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1971 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1972 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1973 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1984 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1990 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1994 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1996 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1998 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2000 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2001 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2003 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2004 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2005 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2006 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2008 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2010 /* Surface flags: */
2011 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2012 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2013 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2014 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2015 #define SFLAG_DISCARD 0x00000010 /* ??? */
2016 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2017 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2018 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2019 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2020 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2021 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2022 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2023 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2024 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2025 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2026 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2027 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2028 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2029 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2030 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2031 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2032 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2033 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2034 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2035 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2037 /* In some conditions the surface memory must not be freed:
2038 * SFLAG_OVERSIZE: Not all data can be kept in GL
2039 * SFLAG_CONVERTED: Converting the data back would take too long
2040 * SFLAG_DIBSECTION: The dib code manages the memory
2041 * SFLAG_LOCKED: The app requires access to the surface data
2042 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2043 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2044 * SFLAG_CLIENT: OpenGL uses our memory as backup
2046 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2048 SFLAG_DIBSECTION | \
2055 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2057 SFLAG_INDRAWABLE | \
2060 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2062 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2064 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2069 CONVERT_PALETTED_CK,
2073 CONVERT_CK_4444_ARGB,
2078 CONVERT_CK_8888_ARGB,
2094 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);
2096 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2098 /*****************************************************************************
2099 * IWineD3DVertexDeclaration implementation structure
2101 #define MAX_ATTRIBS 16
2103 struct wined3d_vertex_declaration_element
2105 const struct GlPixelFormatDesc *format_desc;
2115 typedef struct IWineD3DVertexDeclarationImpl {
2116 /* IUnknown Information */
2117 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2121 IWineD3DDeviceImpl *wineD3DDevice;
2123 struct wined3d_vertex_declaration_element *elements;
2126 DWORD streams[MAX_STREAMS];
2128 BOOL position_transformed;
2129 BOOL half_float_conv_needed;
2130 } IWineD3DVertexDeclarationImpl;
2132 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2134 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2135 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2137 /*****************************************************************************
2138 * IWineD3DStateBlock implementation structure
2141 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2142 /* Note: Very long winded but gl Lists are not flexible enough */
2143 /* to resolve everything we need, so doing it manually for now */
2144 typedef struct SAVEDSTATES {
2145 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2146 WORD streamSource; /* MAX_STREAMS, 16 */
2147 WORD streamFreq; /* MAX_STREAMS, 16 */
2148 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2149 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2150 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2151 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2152 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2153 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2154 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2155 BOOL *pixelShaderConstantsF;
2156 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2157 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2158 BOOL *vertexShaderConstantsF;
2159 WORD primitive_type : 1;
2163 WORD vertexDecl : 1;
2164 WORD pixelShader : 1;
2165 WORD vertexShader : 1;
2166 WORD scissorRect : 1;
2175 struct IWineD3DStateBlockImpl
2177 /* IUnknown fields */
2178 const IWineD3DStateBlockVtbl *lpVtbl;
2179 LONG ref; /* Note: Ref counting not required */
2181 /* IWineD3DStateBlock information */
2183 IWineD3DDeviceImpl *wineD3DDevice;
2184 WINED3DSTATEBLOCKTYPE blockType;
2186 /* Array indicating whether things have been set or changed */
2187 SAVEDSTATES changed;
2189 /* Vertex Shader Declaration */
2190 IWineD3DVertexDeclaration *vertexDecl;
2192 IWineD3DVertexShader *vertexShader;
2194 /* Vertex Shader Constants */
2195 BOOL vertexShaderConstantB[MAX_CONST_B];
2196 INT vertexShaderConstantI[MAX_CONST_I * 4];
2197 float *vertexShaderConstantF;
2199 /* primitive type */
2200 GLenum gl_primitive_type;
2204 UINT streamStride[MAX_STREAMS];
2205 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2206 IWineD3DBuffer *streamSource[MAX_STREAMS];
2207 UINT streamFreq[MAX_STREAMS + 1];
2208 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2211 IWineD3DBuffer* pIndexData;
2212 WINED3DFORMAT IndexFmt;
2213 INT baseVertexIndex;
2214 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2217 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2219 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2220 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2221 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2222 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2223 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2226 double clipplane[MAX_CLIPPLANES][4];
2227 WINED3DCLIPSTATUS clip_status;
2230 WINED3DVIEWPORT viewport;
2233 WINED3DMATERIAL material;
2236 IWineD3DPixelShader *pixelShader;
2238 /* Pixel Shader Constants */
2239 BOOL pixelShaderConstantB[MAX_CONST_B];
2240 INT pixelShaderConstantI[MAX_CONST_I * 4];
2241 float *pixelShaderConstantF;
2244 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2247 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2249 /* Texture State Stage */
2250 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2251 DWORD lowest_disabled_stage;
2252 /* Sampler States */
2253 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2255 /* Scissor test rectangle */
2258 /* Contained state management */
2259 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2260 unsigned int num_contained_render_states;
2261 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2262 unsigned int num_contained_transform_states;
2263 DWORD contained_vs_consts_i[MAX_CONST_I];
2264 unsigned int num_contained_vs_consts_i;
2265 DWORD contained_vs_consts_b[MAX_CONST_B];
2266 unsigned int num_contained_vs_consts_b;
2267 DWORD *contained_vs_consts_f;
2268 unsigned int num_contained_vs_consts_f;
2269 DWORD contained_ps_consts_i[MAX_CONST_I];
2270 unsigned int num_contained_ps_consts_i;
2271 DWORD contained_ps_consts_b[MAX_CONST_B];
2272 unsigned int num_contained_ps_consts_b;
2273 DWORD *contained_ps_consts_f;
2274 unsigned int num_contained_ps_consts_f;
2275 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2276 unsigned int num_contained_tss_states;
2277 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2278 unsigned int num_contained_sampler_states;
2281 extern void stateblock_savedstates_set(
2282 IWineD3DStateBlock* iface,
2283 SAVEDSTATES* states,
2286 extern void stateblock_copy(
2287 IWineD3DStateBlock* destination,
2288 IWineD3DStateBlock* source);
2290 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2292 /* Direct3D terminology with little modifications. We do not have an issued state
2293 * because only the driver knows about it, but we have a created state because d3d
2294 * allows GetData on a created issue, but opengl doesn't
2301 /*****************************************************************************
2302 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2304 typedef struct IWineD3DQueryImpl
2306 const IWineD3DQueryVtbl *lpVtbl;
2307 LONG ref; /* Note: Ref counting not required */
2310 /*TODO: replace with iface usage */
2312 IWineD3DDevice *wineD3DDevice;
2314 IWineD3DDeviceImpl *wineD3DDevice;
2317 /* IWineD3DQuery fields */
2318 enum query_state state;
2319 WINED3DQUERYTYPE type;
2320 /* TODO: Think about using a IUnknown instead of a void* */
2324 } IWineD3DQueryImpl;
2326 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2327 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2328 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2330 /* Datastructures for IWineD3DQueryImpl.extendedData */
2331 typedef struct WineQueryOcclusionData {
2333 WineD3DContext *ctx;
2334 } WineQueryOcclusionData;
2336 typedef struct WineQueryEventData {
2338 WineD3DContext *ctx;
2339 } WineQueryEventData;
2341 /* IWineD3DBuffer */
2343 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2344 * fixed function semantics as D3DCOLOR or FLOAT16 */
2345 enum wined3d_buffer_conversion_type
2350 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2353 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2354 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2355 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2356 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2357 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2359 struct wined3d_buffer
2361 const struct IWineD3DBufferVtbl *vtbl;
2362 IWineD3DResourceClass resource;
2364 struct wined3d_buffer_desc desc;
2366 GLuint buffer_object;
2367 GLenum buffer_object_usage;
2368 GLenum buffer_type_hint;
2369 UINT buffer_object_size;
2377 /* conversion stuff */
2378 UINT conversion_count;
2380 UINT stride; /* 0 if no conversion */
2381 UINT conversion_stride; /* 0 if no shifted conversion */
2382 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2383 /* Extra load offsets, for FLOAT16 conversion */
2384 UINT *conversion_shift; /* NULL if no shifted conversion */
2387 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2388 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2389 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2391 /* IWineD3DRendertargetView */
2392 struct wined3d_rendertarget_view
2394 const struct IWineD3DRendertargetViewVtbl *vtbl;
2397 IWineD3DResource *resource;
2401 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2403 /*****************************************************************************
2404 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2407 typedef struct IWineD3DSwapChainImpl
2410 const IWineD3DSwapChainVtbl *lpVtbl;
2411 LONG ref; /* Note: Ref counting not required */
2414 IWineD3DDeviceImpl *wineD3DDevice;
2416 /* IWineD3DSwapChain fields */
2417 IWineD3DSurface **backBuffer;
2418 IWineD3DSurface *frontBuffer;
2419 WINED3DPRESENT_PARAMETERS presentParms;
2420 DWORD orig_width, orig_height;
2421 WINED3DFORMAT orig_fmt;
2422 WINED3DGAMMARAMP orig_gamma;
2424 long prev_time, frames; /* Performance tracking */
2425 unsigned int vSyncCounter;
2427 WineD3DContext **context; /* Later a array for multithreading */
2428 unsigned int num_contexts;
2431 } IWineD3DSwapChainImpl;
2433 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2434 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2435 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2438 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2439 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2440 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2442 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2444 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2446 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2448 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2450 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2452 /*****************************************************************************
2453 * Utility function prototypes
2456 /* Trace routines */
2457 const char* debug_d3dformat(WINED3DFORMAT fmt);
2458 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2459 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2460 const char* debug_d3dusage(DWORD usage);
2461 const char* debug_d3dusagequery(DWORD usagequery);
2462 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2463 const char* debug_d3ddeclusage(BYTE usage);
2464 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2465 const char* debug_d3drenderstate(DWORD state);
2466 const char* debug_d3dsamplerstate(DWORD state);
2467 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2468 const char* debug_d3dtexturestate(DWORD state);
2469 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2470 const char* debug_d3dpool(WINED3DPOOL pool);
2471 const char *debug_fbostatus(GLenum status);
2472 const char *debug_glerror(GLenum error);
2473 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2474 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2475 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2476 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2477 const char *debug_surflocation(DWORD flag);
2479 /* Routines for GL <-> D3D values */
2480 GLenum StencilOp(DWORD op);
2481 GLenum CompareFunc(DWORD func);
2482 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2483 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2484 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2485 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2486 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2487 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2488 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2489 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2490 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2491 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2492 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2494 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2495 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2496 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2497 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2498 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2499 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2500 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2502 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2503 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2504 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2507 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2508 UINT wined3d_log2i(UINT32 x);
2509 unsigned int count_bits(unsigned int mask);
2511 typedef struct local_constant {
2517 typedef struct SHADER_LIMITS {
2518 unsigned int temporary;
2519 unsigned int texcoord;
2520 unsigned int sampler;
2521 unsigned int constant_int;
2522 unsigned int constant_float;
2523 unsigned int constant_bool;
2524 unsigned int address;
2525 unsigned int packed_output;
2526 unsigned int packed_input;
2527 unsigned int attributes;
2531 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2532 maintain state information between multiple codes */
2533 typedef struct SHADER_PARSE_STATE {
2534 unsigned int current_row;
2535 DWORD texcoord_w[2];
2536 } SHADER_PARSE_STATE;
2539 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2541 #define PRINTF_ATTR(fmt,args)
2544 /* Base Shader utility functions.
2545 * (may move callers into the same file in the future) */
2546 extern int shader_addline(
2547 SHADER_BUFFER* buffer,
2548 const char* fmt, ...) PRINTF_ATTR(2,3);
2549 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2551 /* Vertex shader utility functions */
2552 extern BOOL vshader_get_input(
2553 IWineD3DVertexShader* iface,
2554 BYTE usage_req, BYTE usage_idx_req,
2555 unsigned int* regnum);
2557 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2559 /*****************************************************************************
2560 * IDirect3DBaseShader implementation structure
2562 typedef struct IWineD3DBaseShaderClass
2565 SHADER_LIMITS limits;
2566 SHADER_PARSE_STATE parse_state;
2568 UINT functionLength;
2569 UINT cur_loop_depth, cur_loop_regno;
2570 BOOL load_local_constsF;
2571 const struct wined3d_shader_frontend *frontend;
2572 void *frontend_data;
2574 /* Programs this shader is linked with */
2575 struct list linked_programs;
2577 /* Immediate constants (override global ones) */
2578 struct list constantsB;
2579 struct list constantsF;
2580 struct list constantsI;
2581 shader_reg_maps reg_maps;
2583 /* Pointer to the parent device */
2584 IWineD3DDevice *device;
2585 struct list shader_list_entry;
2587 } IWineD3DBaseShaderClass;
2589 typedef struct IWineD3DBaseShaderImpl {
2591 const IWineD3DBaseShaderVtbl *lpVtbl;
2593 /* IWineD3DBaseShader */
2594 IWineD3DBaseShaderClass baseShader;
2595 } IWineD3DBaseShaderImpl;
2597 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2598 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2599 void shader_cleanup(IWineD3DBaseShader *iface);
2600 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2601 const struct wined3d_shader_version *shader_version);
2602 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2603 const struct wined3d_shader_version *shader_version);
2604 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2605 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2606 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2607 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2608 struct wined3d_shader_signature_element *input_signature,
2609 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2610 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2611 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2612 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2613 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2615 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2617 return type == WINED3D_SHADER_TYPE_PIXEL;
2620 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2622 return type == WINED3D_SHADER_TYPE_VERTEX;
2625 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2629 case WINED3DSPR_RASTOUT:
2631 if (reg->idx != 0) return TRUE;
2635 case WINED3DSPR_DEPTHOUT: /* oDepth */
2636 case WINED3DSPR_CONSTBOOL: /* b# */
2637 case WINED3DSPR_LOOP: /* aL */
2638 case WINED3DSPR_PREDICATE: /* p0 */
2641 case WINED3DSPR_MISCTYPE:
2652 case WINED3DSPR_IMMCONST:
2653 switch(reg->immconst_type)
2655 case WINED3D_IMMCONST_FLOAT:
2666 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2667 local_constant* lconst;
2669 if(This->baseShader.load_local_constsF) return FALSE;
2670 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2671 if(lconst->idx == reg) return TRUE;
2677 /*****************************************************************************
2678 * IDirect3DVertexShader implementation structures
2680 typedef struct IWineD3DVertexShaderImpl {
2682 const IWineD3DVertexShaderVtbl *lpVtbl;
2684 /* IWineD3DBaseShader */
2685 IWineD3DBaseShaderClass baseShader;
2687 /* IWineD3DVertexShaderImpl */
2695 /* Vertex shader input and output semantics */
2696 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2697 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2699 UINT min_rel_offset, max_rel_offset;
2702 UINT recompile_count;
2703 } IWineD3DVertexShaderImpl;
2704 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2706 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2708 /*****************************************************************************
2709 * IDirect3DPixelShader implementation structure
2712 /* Using additional shader constants (uniforms in GLSL / program environment
2713 * or local parameters in ARB) is costly:
2714 * ARB only knows float4 parameters and GLSL compiler are not really smart
2715 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2716 * (in fact most compilers map a float2 to a full float4 uniform).
2718 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2719 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2720 * into a single shader constant (uniform / program parameter).
2722 * This structure is shared between the GLSL and the ARB backend.*/
2723 struct ps_np2fixup_info {
2724 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2725 WORD active; /* bitfield indicating if we can apply the fixup */
2729 typedef struct IWineD3DPixelShaderImpl {
2730 /* IUnknown parts */
2731 const IWineD3DPixelShaderVtbl *lpVtbl;
2733 /* IWineD3DBaseShader */
2734 IWineD3DBaseShaderClass baseShader;
2736 /* IWineD3DPixelShaderImpl */
2739 /* Pixel shader input semantics */
2740 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2741 DWORD input_reg_map[MAX_REG_INPUT];
2742 BOOL input_reg_used[MAX_REG_INPUT];
2743 int declared_in_count;
2748 /* Some information about the shader behavior */
2754 } IWineD3DPixelShaderImpl;
2756 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2757 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2758 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2760 /* sRGB correction constants */
2761 static const float srgb_cmp = 0.0031308;
2762 static const float srgb_mul_low = 12.92;
2763 static const float srgb_pow = 0.41666;
2764 static const float srgb_mul_high = 1.055;
2765 static const float srgb_sub_high = 0.055;
2767 /*****************************************************************************
2768 * IWineD3DPalette implementation structure
2770 struct IWineD3DPaletteImpl {
2771 /* IUnknown parts */
2772 const IWineD3DPaletteVtbl *lpVtbl;
2776 IWineD3DDeviceImpl *wineD3DDevice;
2778 /* IWineD3DPalette */
2780 WORD palVersion; /*| */
2781 WORD palNumEntries; /*| LOGPALETTE */
2782 PALETTEENTRY palents[256]; /*| */
2783 /* This is to store the palette in 'screen format' */
2784 int screen_palents[256];
2788 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2789 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2791 /* DirectDraw utility functions */
2792 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2794 /*****************************************************************************
2795 * Pixel format management
2798 /* WineD3D pixel format flags */
2799 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2800 #define WINED3DFMT_FLAG_FILTERING 0x2
2801 #define WINED3DFMT_FLAG_DEPTH 0x4
2802 #define WINED3DFMT_FLAG_STENCIL 0x8
2803 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2804 #define WINED3DFMT_FLAG_FOURCC 0x20
2805 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2806 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2808 struct GlPixelFormatDesc
2810 WINED3DFORMAT format;
2821 UINT block_byte_count;
2823 enum wined3d_ffp_emit_idx emit_idx;
2824 GLint component_count;
2826 GLint gl_vtx_format;
2827 GLboolean gl_normalized;
2828 unsigned int component_size;
2831 GLint glGammaInternal;
2837 struct color_fixup_desc color_fixup;
2840 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2842 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2844 return (stateblock->vertexShader
2845 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2846 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2849 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2851 return (stateblock->pixelShader
2852 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2855 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2856 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2858 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2859 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"