2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
138 #define ORM_BACKBUFFER 0
139 #define ORM_PBUFFER 1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
147 #define RTL_DISABLE -1
149 #define RTL_READDRAW 1
150 #define RTL_READTEX 2
151 #define RTL_TEXDRAW 3
154 /* NOTE: When adding fields to this structure, make sure to update the default
155 * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
161 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
162 we should use it. However, until it's fully implemented, we'll leave it as a registry
163 setting for developers. */
165 /* nonpower 2 function */
167 int offscreen_rendering_mode;
168 int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170 unsigned int emulated_textureram;
171 } wined3d_settings_t;
173 extern wined3d_settings_t wined3d_settings;
177 extern void (*wine_tsx11_lock_ptr)(void);
178 extern void (*wine_tsx11_unlock_ptr)(void);
180 /* As GLX relies on X, this is needed */
184 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
185 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
187 #define ENTER_GL() wine_tsx11_lock_ptr()
188 #define LEAVE_GL() wine_tsx11_unlock_ptr()
191 /*****************************************************************************
195 /* GL related defines */
196 /* ------------------ */
197 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
198 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
199 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
200 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
202 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
203 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
204 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
205 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
207 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
208 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
209 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
210 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
212 #define D3DCOLORTOGLFLOAT4(dw, vec) \
213 (vec)[0] = D3DCOLOR_R(dw); \
214 (vec)[1] = D3DCOLOR_G(dw); \
215 (vec)[2] = D3DCOLOR_B(dw); \
216 (vec)[3] = D3DCOLOR_A(dw);
218 /* DirectX Device Limits */
219 /* --------------------- */
220 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
222 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
223 See MaxStreams in MSDN under GetDeviceCaps */
224 /* Maximum number of constants provided to the shaders */
225 #define HIGHEST_TRANSFORMSTATE 512
226 /* Highest value in WINED3DTRANSFORMSTATETYPE */
227 #define MAX_PALETTES 256
229 /* Checking of API calls */
230 /* --------------------- */
231 #define checkGLcall(A) \
233 GLint err = glGetError(); \
234 if (err == GL_NO_ERROR) { \
235 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
238 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
239 err, A, __FILE__, __LINE__); \
240 err = glGetError(); \
241 } while (err != GL_NO_ERROR); \
244 /* Trace routines / diagnostics */
245 /* ---------------------------- */
247 /* Dump out a matrix and copy it */
248 #define conv_mat(mat,gl_mat) \
250 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
251 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
252 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
253 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
254 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
257 /* Macro to dump out the current state of the light chain */
258 #define DUMP_LIGHT_CHAIN() \
260 PLIGHTINFOEL *el = This->stateBlock->lights;\
262 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
267 /* Trace vector and strided data information */
268 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
269 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
271 /* Defines used for optimizations */
273 /* Only reapply what is necessary */
274 #define REAPPLY_ALPHAOP 0x0001
275 #define REAPPLY_ALL 0xFFFF
277 /* Advance declaration of structures to satisfy compiler */
278 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
279 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
280 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
284 /* TODO: Move some of this to the device */
285 long globalChangeGlRam(long glram);
287 /* Memory and object tracking */
289 /*Structure for holding information on all direct3d objects
290 useful for making sure tracking is ok and when release is called on a device!
291 and probably quite handy for debugging and dumping states out
293 typedef struct WineD3DGlobalStatistics {
294 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
295 } WineD3DGlobalStatistics;
297 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
299 /* Global variables */
300 extern const float identity[16];
302 /*****************************************************************************
303 * Compilable extra diagnostics
306 /* Trace information per-vertex: (extremely high amount of trace) */
307 #if 0 /* NOTE: Must be 0 in cvs */
308 # define VTRACE(A) TRACE A
313 /* Checking of per-vertex related GL calls */
314 /* --------------------- */
315 #define vcheckGLcall(A) \
317 GLint err = glGetError(); \
318 if (err == GL_NO_ERROR) { \
319 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
322 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
323 err, A, __FILE__, __LINE__); \
324 err = glGetError(); \
325 } while (err != GL_NO_ERROR); \
328 /* TODO: Confirm each of these works when wined3d move completed */
329 #if 0 /* NOTE: Must be 0 in cvs */
330 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
331 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
332 is enabled, and if it doesn't exist it is disabled. */
333 # define FRAME_DEBUGGING
334 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
335 the file is deleted */
336 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
337 # define SINGLE_FRAME_DEBUGGING
339 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
340 It can only be enabled when FRAME_DEBUGGING is also enabled
341 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
343 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
344 # define SHOW_FRAME_MAKEUP 1
346 /* The following, when enabled, lets you see the makeup of the all the textures used during each
347 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
348 The contents of the textures assigned to each stage are written into
349 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
350 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
351 # define SHOW_TEXTURE_MAKEUP 0
354 extern BOOL isDumpingFrames;
355 extern LONG primCounter;
358 /*****************************************************************************
362 /* Routine common to the draw primitive and draw indexed primitive routines */
363 void drawPrimitive(IWineD3DDevice *iface,
367 long StartVertexIndex,
368 UINT numberOfVertices,
373 WineDirect3DVertexStridedData *DrawPrimStrideData);
375 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
377 void primitiveDeclarationConvertToStridedData(
378 IWineD3DDevice *iface,
379 BOOL useVertexShaderFunction,
380 WineDirect3DVertexStridedData *strided,
381 LONG BaseVertexIndex,
384 void primitiveConvertFVFtoOffset(DWORD thisFVF,
387 WineDirect3DVertexStridedData *strided,
390 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
394 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
395 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
397 /* Routine to fill gl caps for swapchains and IWineD3D */
398 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
400 /* Macros for doing basic GPU detection based on opengl capabilities */
401 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
402 #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])
403 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
404 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
406 /*****************************************************************************
407 * Internal representation of a light
409 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
410 struct PLIGHTINFOEL {
411 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
418 /* Converted parms to speed up swapping lights */
428 /* The default light parameters */
429 extern const WINED3DLIGHT WINED3D_default_light;
431 /*****************************************************************************
432 * IWineD3D implementation structure
434 typedef struct IWineD3DImpl
436 /* IUnknown fields */
437 const IWineD3DVtbl *lpVtbl;
438 LONG ref; /* Note: Ref counting not required */
440 /* WineD3D Information */
446 WineD3D_GL_Info gl_info;
449 extern const IWineD3DVtbl IWineD3D_Vtbl;
451 /** Hacked out start of a context manager!! **/
452 typedef struct glContext {
459 IWineD3DSurface *pSurface;
460 #if 0 /* TODO: someway to represent the state of the context */
461 IWineD3DStateBlock *pStateBlock;
463 /* a few other things like format */
466 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
467 (since it will break quite a few things until contexts are managed properly!) */
468 extern BOOL pbuffer_support;
469 /* allocate one pbuffer per surface */
470 extern BOOL pbuffer_per_surface;
472 /* Maximum number of contexts/pbuffers to keep in cache,
473 set to 100 because ATI's drivers don't support deleting pBuffers properly
474 this needs to be migrated to a list and some option availalbe for controle the cache size.
476 #define CONTEXT_CACHE 100
478 typedef struct ResourceList {
479 IWineD3DResource *resource;
480 struct ResourceList *next;
483 /* A helper function that dumps a resource list */
484 void dumpResources(ResourceList *resources);
486 /*****************************************************************************
487 * IWineD3DDevice implementation structure
489 typedef struct IWineD3DDeviceImpl
491 /* IUnknown fields */
492 const IWineD3DDeviceVtbl *lpVtbl;
493 LONG ref; /* Note: Ref counting not required */
495 /* WineD3D Information */
499 /* X and GL Information */
500 GLint maxConcurrentLights;
502 /* Selected capabilities */
503 int vs_selected_mode;
504 int ps_selected_mode;
507 BOOL modelview_valid;
509 BOOL view_ident; /* true iff view matrix is identity */
510 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
511 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
512 GLenum tracking_parm; /* Which source is tracking current colour */
513 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
514 #define DISABLED_TRACKING 0 /* Disabled */
515 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
516 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
517 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
521 BOOL texture_shader_active; /* TODO: Confirm use is correct */
522 BOOL last_was_notclipped;
525 /* State block related */
526 BOOL isRecordingState;
527 IWineD3DStateBlockImpl *stateBlock;
528 IWineD3DStateBlockImpl *updateStateBlock;
530 /* Internal use fields */
531 WINED3DDEVICE_CREATION_PARAMETERS createParms;
533 WINED3DDEVTYPE devType;
535 IWineD3DSwapChain **swapchains;
536 uint NumberOfSwapChains;
538 ResourceList *resources; /* a linked list to track resources created by the device */
540 /* Render Target Support */
541 IWineD3DSurface *depthStencilBuffer;
543 IWineD3DSurface *renderTarget;
544 IWineD3DSurface *stencilBufferTarget;
546 /* palettes texture management */
547 PALETTEENTRY palettes[MAX_PALETTES][256];
550 /* For rendering to a texture using glCopyTexImage */
551 BOOL render_offscreen;
552 WINED3D_DEPTHCOPYSTATE depth_copy_state;
555 /* Cursor management */
561 UINT cursorWidth, cursorHeight;
562 GLuint cursorTexture;
564 /* Textures for when no other textures are mapped */
565 UINT dummyTextureName[MAX_TEXTURES];
567 /* Debug stream management */
570 /* Device state management */
572 BOOL d3d_initialized;
574 /* Screen buffer resources */
575 glContext contextCache[CONTEXT_CACHE];
577 /* A flag to check if endscene has been called before changing the render tartet */
580 /* process vertex shaders using software or hardware */
581 BOOL softwareVertexProcessing;
583 /* DirectDraw stuff */
585 IWineD3DSurface *ddraw_primary;
586 DWORD ddraw_width, ddraw_height;
587 WINED3DFORMAT ddraw_format;
588 BOOL ddraw_fullscreen;
590 /* List of GLSL shader programs and their associated vertex & pixel shaders */
591 struct list glsl_shader_progs;
594 /* Final position fixup constant */
596 } IWineD3DDeviceImpl;
598 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
600 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
601 * anybody uses it for much so a good implementation is optional. */
602 typedef struct PrivateData
604 struct PrivateData* next;
607 DWORD flags; /* DDSPD_* */
608 DWORD uniqueness_value;
619 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
621 /*****************************************************************************
622 * IWineD3DResource implementation structure
624 typedef struct IWineD3DResourceClass
626 /* IUnknown fields */
627 LONG ref; /* Note: Ref counting not required */
629 /* WineD3DResource Information */
631 WINED3DRESOURCETYPE resourceType;
632 IWineD3DDeviceImpl *wineD3DDevice;
636 WINED3DFORMAT format;
637 BYTE *allocatedMemory;
638 PrivateData *privateData;
640 } IWineD3DResourceClass;
642 typedef struct IWineD3DResourceImpl
644 /* IUnknown & WineD3DResource Information */
645 const IWineD3DResourceVtbl *lpVtbl;
646 IWineD3DResourceClass resource;
647 } IWineD3DResourceImpl;
650 /*****************************************************************************
651 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
653 typedef struct IWineD3DVertexBufferImpl
655 /* IUnknown & WineD3DResource Information */
656 const IWineD3DVertexBufferVtbl *lpVtbl;
657 IWineD3DResourceClass resource;
659 /* WineD3DVertexBuffer specifics */
662 /* Vertex buffer object support */
667 UINT dirtystart, dirtyend;
670 LONG declChanges, draws;
671 /* Last description of the buffer */
672 WineDirect3DVertexStridedData strided;
673 } IWineD3DVertexBufferImpl;
675 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
677 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
678 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
679 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
680 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
681 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
682 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
684 /*****************************************************************************
685 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
687 typedef struct IWineD3DIndexBufferImpl
689 /* IUnknown & WineD3DResource Information */
690 const IWineD3DIndexBufferVtbl *lpVtbl;
691 IWineD3DResourceClass resource;
693 /* WineD3DVertexBuffer specifics */
694 } IWineD3DIndexBufferImpl;
696 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
698 /*****************************************************************************
699 * IWineD3DBaseTexture D3D- > openGL state map lookups
701 #define WINED3DFUNC_NOTSUPPORTED -2
702 #define WINED3DFUNC_UNIMPLEMENTED -1
704 typedef enum winetexturestates {
705 WINED3DTEXSTA_ADDRESSU = 0,
706 WINED3DTEXSTA_ADDRESSV = 1,
707 WINED3DTEXSTA_ADDRESSW = 2,
708 WINED3DTEXSTA_BORDERCOLOR = 3,
709 WINED3DTEXSTA_MAGFILTER = 4,
710 WINED3DTEXSTA_MINFILTER = 5,
711 WINED3DTEXSTA_MIPFILTER = 6,
712 WINED3DTEXSTA_MAXMIPLEVEL = 7,
713 WINED3DTEXSTA_MAXANISOTROPY = 8,
714 WINED3DTEXSTA_SRGBTEXTURE = 9,
715 WINED3DTEXSTA_ELEMENTINDEX = 10,
716 WINED3DTEXSTA_DMAPOFFSET = 11,
717 WINED3DTEXSTA_TSSADDRESSW = 12,
718 MAX_WINETEXTURESTATES = 13,
721 typedef struct Wined3dTextureStateMap {
724 } Wined3dTextureStateMap;
726 /*****************************************************************************
727 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
729 typedef struct IWineD3DBaseTextureClass
733 WINED3DFORMAT format;
737 WINED3DTEXTUREFILTERTYPE filterType;
738 DWORD states[MAX_WINETEXTURESTATES];
740 } IWineD3DBaseTextureClass;
742 typedef struct IWineD3DBaseTextureImpl
744 /* IUnknown & WineD3DResource Information */
745 const IWineD3DBaseTextureVtbl *lpVtbl;
746 IWineD3DResourceClass resource;
747 IWineD3DBaseTextureClass baseTexture;
749 } IWineD3DBaseTextureImpl;
751 /*****************************************************************************
752 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
754 typedef struct IWineD3DTextureImpl
756 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
757 const IWineD3DTextureVtbl *lpVtbl;
758 IWineD3DResourceClass resource;
759 IWineD3DBaseTextureClass baseTexture;
761 /* IWineD3DTexture */
762 IWineD3DSurface *surfaces[MAX_LEVELS];
766 float pow2scalingFactorX;
767 float pow2scalingFactorY;
769 } IWineD3DTextureImpl;
771 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
773 /*****************************************************************************
774 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
776 typedef struct IWineD3DCubeTextureImpl
778 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
779 const IWineD3DCubeTextureVtbl *lpVtbl;
780 IWineD3DResourceClass resource;
781 IWineD3DBaseTextureClass baseTexture;
783 /* IWineD3DCubeTexture */
784 IWineD3DSurface *surfaces[6][MAX_LEVELS];
787 float pow2scalingFactor;
789 } IWineD3DCubeTextureImpl;
791 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
793 typedef struct _WINED3DVOLUMET_DESC
798 } WINED3DVOLUMET_DESC;
800 /*****************************************************************************
801 * IWineD3DVolume implementation structure (extends IUnknown)
803 typedef struct IWineD3DVolumeImpl
805 /* IUnknown & WineD3DResource fields */
806 const IWineD3DVolumeVtbl *lpVtbl;
807 IWineD3DResourceClass resource;
809 /* WineD3DVolume Information */
810 WINED3DVOLUMET_DESC currentDesc;
811 IWineD3DBase *container;
816 WINED3DBOX lockedBox;
821 } IWineD3DVolumeImpl;
823 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
825 /*****************************************************************************
826 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
828 typedef struct IWineD3DVolumeTextureImpl
830 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
831 const IWineD3DVolumeTextureVtbl *lpVtbl;
832 IWineD3DResourceClass resource;
833 IWineD3DBaseTextureClass baseTexture;
835 /* IWineD3DVolumeTexture */
836 IWineD3DVolume *volumes[MAX_LEVELS];
841 } IWineD3DVolumeTextureImpl;
843 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
845 typedef struct _WINED3DSURFACET_DESC
847 WINED3DMULTISAMPLE_TYPE MultiSampleType;
848 DWORD MultiSampleQuality;
851 } WINED3DSURFACET_DESC;
853 /*****************************************************************************
854 * Structure for DIB Surfaces (GetDC and GDI surfaces)
856 typedef struct wineD3DSurface_DIB {
861 } wineD3DSurface_DIB;
863 /*****************************************************************************
864 * IWineD3DSurface implementation structure
866 struct IWineD3DSurfaceImpl
868 /* IUnknown & IWineD3DResource Information */
869 const IWineD3DSurfaceVtbl *lpVtbl;
870 IWineD3DResourceClass resource;
872 /* IWineD3DSurface fields */
873 IWineD3DBase *container;
874 WINED3DSURFACET_DESC currentDesc;
875 IWineD3DPaletteImpl *palette;
879 /* TODO: move this off into a management class(maybe!) */
886 /* Oversized texture */
890 /* precalculated x and y scalings for texture coords */
891 float pow2scalingFactorX; /* = (Width / pow2Width ) */
892 float pow2scalingFactorY; /* = (Height / pow2Height) */
898 glDescriptor glDescription;
901 wineD3DSurface_DIB dib;
904 /* Color keys for DDraw */
905 DDCOLORKEY DestBltCKey;
906 DDCOLORKEY DestOverlayCKey;
907 DDCOLORKEY SrcOverlayCKey;
908 DDCOLORKEY SrcBltCKey;
914 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
915 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
917 /* Predeclare the shared Surface functions */
918 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
919 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
920 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
921 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
922 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
923 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
924 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
925 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
926 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
927 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
928 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
929 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
930 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
931 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
932 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
933 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
934 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
935 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
936 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
937 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
938 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
939 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
940 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
941 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
942 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
943 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
944 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
945 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
946 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
947 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
948 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
949 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
950 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
951 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
952 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
953 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
954 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
955 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
956 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
957 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
958 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
959 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
960 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
963 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
964 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
965 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
966 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
967 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
968 #define SFLAG_DISCARD 0x00000020 /* ??? */
969 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
970 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
971 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
972 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
973 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
974 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
975 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
976 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
977 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
978 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
979 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
980 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
981 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
983 /* In some conditions the surface memory must not be freed:
984 * SFLAG_OVERSIZE: Not all data can be kept in GL
985 * SFLAG_CONVERTED: Converting the data back would take too long
986 * SFLAG_DIBSECTION: The dib code manages the memory
987 * SFLAG_DIRTY: GL surface isn't up to date
988 * SFLAG_LOCKED: The app requires access to the surface data
989 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
990 * SFLAG_DYNLOCK: Avoid freeing the data for performance
991 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
993 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1003 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1005 /* Alignment of the pitch */
1006 #define SURFACE_ALIGNMENT 4
1008 /*****************************************************************************
1009 * IWineD3DVertexDeclaration implementation structure
1011 typedef struct IWineD3DVertexDeclarationImpl {
1012 /* IUnknown Information */
1013 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1014 LONG ref; /* Note: Ref counting not required */
1017 /** precomputed fvf if simple declaration */
1018 IWineD3DDeviceImpl *wineD3DDevice;
1019 DWORD fvf[MAX_STREAMS];
1022 /** dx8 compatible Declaration fields */
1023 DWORD* pDeclaration8;
1024 DWORD declaration8Length;
1027 D3DVERTEXELEMENT9 *pDeclaration9;
1028 UINT declaration9NumElements;
1030 WINED3DVERTEXELEMENT *pDeclarationWine;
1031 UINT declarationWNumElements;
1035 } IWineD3DVertexDeclarationImpl;
1037 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1039 /*****************************************************************************
1040 * IWineD3DStateBlock implementation structure
1043 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1044 /* Note: Very long winded but gl Lists are not flexible enough */
1045 /* to resolve everything we need, so doing it manually for now */
1046 typedef struct SAVEDSTATES {
1050 BOOL streamSource[MAX_STREAMS];
1051 BOOL streamFreq[MAX_STREAMS];
1052 BOOL textures[MAX_SAMPLERS];
1053 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1055 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1056 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1057 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1058 BOOL clipplane[MAX_CLIPPLANES];
1061 BOOL pixelShaderConstantsB[MAX_CONST_B];
1062 BOOL pixelShaderConstantsI[MAX_CONST_I];
1063 BOOL *pixelShaderConstantsF;
1065 BOOL vertexShaderConstantsB[MAX_CONST_B];
1066 BOOL vertexShaderConstantsI[MAX_CONST_I];
1067 BOOL *vertexShaderConstantsF;
1075 struct IWineD3DStateBlockImpl
1077 /* IUnknown fields */
1078 const IWineD3DStateBlockVtbl *lpVtbl;
1079 LONG ref; /* Note: Ref counting not required */
1081 /* IWineD3DStateBlock information */
1083 IWineD3DDeviceImpl *wineD3DDevice;
1084 WINED3DSTATEBLOCKTYPE blockType;
1086 /* Array indicating whether things have been set or changed */
1087 SAVEDSTATES changed;
1089 struct list set_vconstantsF;
1090 struct list set_pconstantsF;
1092 /* Drawing - Vertex Shader or FVF related */
1094 /* Vertex Shader Declaration */
1095 IWineD3DVertexDeclaration *vertexDecl;
1097 IWineD3DVertexShader *vertexShader;
1099 /* Vertex Shader Constants */
1100 BOOL vertexShaderConstantB[MAX_CONST_B];
1101 INT vertexShaderConstantI[MAX_CONST_I * 4];
1102 float *vertexShaderConstantF;
1106 UINT streamStride[MAX_STREAMS];
1107 UINT streamOffset[MAX_STREAMS];
1108 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1109 UINT streamFreq[MAX_STREAMS];
1110 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1113 IWineD3DIndexBuffer* pIndexData;
1114 UINT baseVertexIndex; /* Note: only used for d3d8 */
1117 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1120 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1123 double clipplane[MAX_CLIPPLANES][4];
1124 WINED3DCLIPSTATUS clip_status;
1127 WINED3DVIEWPORT viewport;
1130 WINED3DMATERIAL material;
1133 IWineD3DPixelShader *pixelShader;
1135 /* Pixel Shader Constants */
1136 BOOL pixelShaderConstantB[MAX_CONST_B];
1137 INT pixelShaderConstantI[MAX_CONST_I * 4];
1138 float *pixelShaderConstantF;
1140 /* Indexed Vertex Blending */
1141 WINED3DVERTEXBLENDFLAGS vertex_blend;
1145 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1148 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1149 int textureDimensions[MAX_SAMPLERS];
1151 /* Texture State Stage */
1152 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1153 /* Sampler States */
1154 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1156 /* Current GLSL Shader Program */
1157 struct glsl_shader_prog_link *glsl_program;
1160 extern void stateblock_savedstates_set(
1161 IWineD3DStateBlock* iface,
1162 SAVEDSTATES* states,
1165 extern void stateblock_savedstates_copy(
1166 IWineD3DStateBlock* iface,
1168 SAVEDSTATES* source);
1170 extern void stateblock_copy(
1171 IWineD3DStateBlock* destination,
1172 IWineD3DStateBlock* source);
1174 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1176 /*****************************************************************************
1177 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1179 typedef struct IWineD3DQueryImpl
1181 const IWineD3DQueryVtbl *lpVtbl;
1182 LONG ref; /* Note: Ref counting not required */
1185 /*TODO: replace with iface usage */
1187 IWineD3DDevice *wineD3DDevice;
1189 IWineD3DDeviceImpl *wineD3DDevice;
1192 /* IWineD3DQuery fields */
1193 WINED3DQUERYTYPE type;
1194 /* TODO: Think about using a IUnknown instead of a void* */
1198 } IWineD3DQueryImpl;
1200 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1202 /* Datastructures for IWineD3DQueryImpl.extendedData */
1203 typedef struct WineQueryOcclusionData {
1205 } WineQueryOcclusionData;
1208 /*****************************************************************************
1209 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1212 typedef struct IWineD3DSwapChainImpl
1215 IWineD3DSwapChainVtbl *lpVtbl;
1216 LONG ref; /* Note: Ref counting not required */
1219 IWineD3DDeviceImpl *wineD3DDevice;
1221 /* IWineD3DSwapChain fields */
1222 IWineD3DSurface **backBuffer;
1223 IWineD3DSurface *frontBuffer;
1224 BOOL wantsDepthStencilBuffer;
1225 D3DPRESENT_PARAMETERS presentParms;
1227 /* TODO: move everything up to drawable off into a context manager
1228 and store the 'data' in the contextManagerData interface.
1229 IUnknown *contextManagerData;
1237 XVisualInfo *visInfo;
1238 GLXContext render_ctx;
1239 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1241 } IWineD3DSwapChainImpl;
1243 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1245 /*****************************************************************************
1246 * Utility function prototypes
1249 /* Trace routines */
1250 const char* debug_d3dformat(WINED3DFORMAT fmt);
1251 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1252 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1253 const char* debug_d3dusage(DWORD usage);
1254 const char* debug_d3dusagequery(DWORD usagequery);
1255 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1256 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1257 const char* debug_d3ddeclusage(BYTE usage);
1258 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1259 const char* debug_d3drenderstate(DWORD state);
1260 const char* debug_d3dsamplerstate(DWORD state);
1261 const char* debug_d3dtexturestate(DWORD state);
1262 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1263 const char* debug_d3dpool(WINED3DPOOL pool);
1265 /* Routines for GL <-> D3D values */
1266 GLenum StencilOp(DWORD op);
1267 GLenum CompareFunc(DWORD func);
1268 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1269 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1270 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1272 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1275 void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2);
1277 /*****************************************************************************
1278 * To enable calling of inherited functions, requires prototypes
1280 * Note: Only require classes which are subclassed, ie resource, basetexture,
1282 /*** IUnknown methods ***/
1283 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1284 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1285 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1286 /*** IWineD3DResource methods ***/
1287 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1288 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1289 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1290 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1291 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1292 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1293 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1294 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1295 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1296 /*** class static members ***/
1297 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1299 /*** IUnknown methods ***/
1300 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1301 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1302 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1303 /*** IWineD3DResource methods ***/
1304 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1305 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1306 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1307 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1308 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1309 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1310 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1311 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1312 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1313 /*** IWineD3DBaseTexture methods ***/
1314 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1315 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1316 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1317 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1318 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1319 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1320 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1321 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1323 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1324 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1325 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1326 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1327 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1328 /*** class static members ***/
1329 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1331 struct SHADER_OPCODE_ARG;
1332 typedef void (*shader_fct_t)();
1333 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1335 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1336 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1337 * used if the user is using GLSL shaders. */
1338 struct glsl_shader_prog_link {
1340 GLhandleARB programId;
1341 GLhandleARB *vuniformF_locations;
1342 GLhandleARB *puniformF_locations;
1343 IWineD3DVertexShader* vertexShader;
1344 IWineD3DPixelShader* pixelShader;
1347 /* TODO: Make this dynamic, based on shader limits ? */
1348 #define MAX_REG_ADDR 1
1349 #define MAX_REG_TEMP 32
1350 #define MAX_REG_TEXCRD 8
1351 #define MAX_REG_INPUT 12
1352 #define MAX_REG_OUTPUT 12
1353 #define MAX_ATTRIBS 16
1354 #define MAX_CONST_I 16
1355 #define MAX_CONST_B 16
1357 /* FIXME: This needs to go up to 2048 for
1358 * Shader model 3 according to msdn (and for software shaders) */
1359 #define MAX_LABELS 16
1361 typedef struct semantic {
1366 typedef struct local_constant {
1372 typedef struct shader_reg_maps {
1374 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1375 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1376 char address[MAX_REG_ADDR]; /* vertex */
1377 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1378 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1379 char attributes[MAX_ATTRIBS]; /* vertex */
1380 char labels[MAX_LABELS]; /* pixel, vertex */
1382 /* Sampler usage tokens
1383 * Use 0 as default (bit 31 is always 1 on a valid token) */
1384 DWORD samplers[MAX_SAMPLERS];
1386 /* Whether or not a loop is used in this shader */
1389 /* Whether or not this shader uses fog */
1394 #define SHADER_PGMSIZE 65535
1395 typedef struct SHADER_BUFFER {
1398 unsigned int lineNo;
1401 /* Undocumented opcode controls */
1402 #define INST_CONTROLS_SHIFT 16
1403 #define INST_CONTROLS_MASK 0x00ff0000
1405 typedef enum COMPARISON_TYPE {
1414 typedef struct SHADER_OPCODE {
1415 unsigned int opcode;
1419 CONST UINT num_params;
1420 shader_fct_t soft_fct;
1421 SHADER_HANDLER hw_fct;
1422 SHADER_HANDLER hw_glsl_fct;
1427 typedef struct SHADER_OPCODE_ARG {
1428 IWineD3DBaseShader* shader;
1429 shader_reg_maps* reg_maps;
1430 CONST SHADER_OPCODE* opcode;
1437 SHADER_BUFFER* buffer;
1438 } SHADER_OPCODE_ARG;
1440 typedef struct SHADER_LIMITS {
1441 unsigned int temporary;
1442 unsigned int texcoord;
1443 unsigned int sampler;
1444 unsigned int constant_int;
1445 unsigned int constant_float;
1446 unsigned int constant_bool;
1447 unsigned int address;
1448 unsigned int packed_output;
1449 unsigned int packed_input;
1450 unsigned int attributes;
1454 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1455 maintain state information between multiple codes */
1456 typedef struct SHADER_PARSE_STATE {
1457 unsigned int current_row;
1458 DWORD texcoord_w[2];
1459 } SHADER_PARSE_STATE;
1461 /* Base Shader utility functions.
1462 * (may move callers into the same file in the future) */
1463 extern int shader_addline(
1464 SHADER_BUFFER* buffer,
1465 const char* fmt, ...);
1467 extern const SHADER_OPCODE* shader_get_opcode(
1468 IWineD3DBaseShader *iface,
1471 extern void shader_delete_constant_list(
1472 struct list* clist);
1474 /* Vertex shader utility functions */
1475 extern BOOL vshader_get_input(
1476 IWineD3DVertexShader* iface,
1477 BYTE usage_req, BYTE usage_idx_req,
1478 unsigned int* regnum);
1480 extern BOOL vshader_input_is_color(
1481 IWineD3DVertexShader* iface,
1482 unsigned int regnum);
1484 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1486 /* ARB_[vertex/fragment]_program helper functions */
1487 extern void shader_arb_load_constants(
1488 IWineD3DDevice* device,
1489 char usePixelShader,
1490 char useVertexShader);
1492 /* ARB shader program Prototypes */
1493 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1495 /* ARB pixel shader prototypes */
1496 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1497 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1498 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1499 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1500 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1501 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1502 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1503 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1504 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1505 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1506 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1507 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1508 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1509 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1511 /* ARB vertex shader prototypes */
1512 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1513 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1515 /* GLSL helper functions */
1516 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1517 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1518 extern void shader_glsl_load_constants(
1519 IWineD3DDevice* device,
1520 char usePixelShader,
1521 char useVertexShader);
1523 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1524 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1525 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1526 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1527 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1528 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1529 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1530 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1531 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1532 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1533 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1534 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1535 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1536 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1537 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1538 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1547 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1548 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1549 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1550 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1551 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1552 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1554 /** GLSL Pixel Shader Prototypes */
1555 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1556 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1569 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1570 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1571 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1572 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1573 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1574 extern void pshader_glsl_input_pack(
1575 SHADER_BUFFER* buffer,
1576 semantic* semantics_out);
1578 /** GLSL Vertex Shader Prototypes */
1579 extern void vshader_glsl_output_unpack(
1580 SHADER_BUFFER* buffer,
1581 semantic* semantics_out);
1583 /*****************************************************************************
1584 * IDirect3DBaseShader implementation structure
1586 typedef struct IWineD3DBaseShaderClass
1589 SHADER_LIMITS limits;
1590 SHADER_PARSE_STATE parse_state;
1591 CONST SHADER_OPCODE *shader_ins;
1592 CONST DWORD *function;
1593 UINT functionLength;
1597 /* Type of shader backend */
1600 /* Immediate constants (override global ones) */
1601 struct list constantsB;
1602 struct list constantsF;
1603 struct list constantsI;
1604 shader_reg_maps reg_maps;
1606 /* Pointer to the parent device */
1607 IWineD3DDevice *device;
1609 } IWineD3DBaseShaderClass;
1611 typedef struct IWineD3DBaseShaderImpl {
1613 const IWineD3DBaseShaderVtbl *lpVtbl;
1616 /* IWineD3DBaseShader */
1617 IWineD3DBaseShaderClass baseShader;
1618 } IWineD3DBaseShaderImpl;
1620 extern HRESULT shader_get_registers_used(
1621 IWineD3DBaseShader *iface,
1622 shader_reg_maps* reg_maps,
1623 semantic* semantics_in,
1624 semantic* semantics_out,
1625 CONST DWORD* pToken,
1626 IWineD3DStateBlockImpl *stateBlock);
1628 extern void shader_generate_glsl_declarations(
1629 IWineD3DBaseShader *iface,
1630 shader_reg_maps* reg_maps,
1631 SHADER_BUFFER* buffer,
1632 WineD3D_GL_Info* gl_info);
1634 extern void shader_generate_arb_declarations(
1635 IWineD3DBaseShader *iface,
1636 shader_reg_maps* reg_maps,
1637 SHADER_BUFFER* buffer,
1638 WineD3D_GL_Info* gl_info);
1640 extern void shader_generate_main(
1641 IWineD3DBaseShader *iface,
1642 SHADER_BUFFER* buffer,
1643 shader_reg_maps* reg_maps,
1644 CONST DWORD* pFunction);
1646 extern void shader_dump_ins_modifiers(
1647 const DWORD output);
1649 extern void shader_dump_param(
1650 IWineD3DBaseShader *iface,
1652 const DWORD addr_token,
1655 extern void shader_trace_init(
1656 IWineD3DBaseShader *iface,
1657 const DWORD* pFunction);
1659 extern int shader_get_param(
1660 IWineD3DBaseShader* iface,
1661 const DWORD* pToken,
1665 extern int shader_skip_unrecognized(
1666 IWineD3DBaseShader* iface,
1667 const DWORD* pToken);
1669 extern void print_glsl_info_log(
1670 WineD3D_GL_Info *gl_info,
1673 inline static int shader_get_regtype(const DWORD param) {
1674 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1675 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1678 extern unsigned int shader_get_float_offset(const DWORD reg);
1680 inline static BOOL shader_is_pshader_version(DWORD token) {
1681 return 0xFFFF0000 == (token & 0xFFFF0000);
1684 inline static BOOL shader_is_vshader_version(DWORD token) {
1685 return 0xFFFE0000 == (token & 0xFFFF0000);
1688 inline static BOOL shader_is_comment(DWORD token) {
1689 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1692 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1693 * so upload them above that
1695 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1696 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1698 /*****************************************************************************
1699 * IDirect3DVertexShader implementation structure
1701 typedef struct IWineD3DVertexShaderImpl {
1703 const IWineD3DVertexShaderVtbl *lpVtbl;
1704 LONG ref; /* Note: Ref counting not required */
1706 /* IWineD3DBaseShader */
1707 IWineD3DBaseShaderClass baseShader;
1709 /* IWineD3DVertexShaderImpl */
1715 /* Vertex shader input and output semantics */
1716 semantic semantics_in [MAX_ATTRIBS];
1717 semantic semantics_out [MAX_REG_OUTPUT];
1719 /* run time datas... */
1721 IWineD3DVertexDeclaration *vertexDeclaration;
1722 #if 0 /* needs reworking */
1723 /* run time datas */
1724 VSHADERINPUTDATA input;
1725 VSHADEROUTPUTDATA output;
1727 } IWineD3DVertexShaderImpl;
1728 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1729 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1731 /*****************************************************************************
1732 * IDirect3DPixelShader implementation structure
1734 typedef struct IWineD3DPixelShaderImpl {
1735 /* IUnknown parts */
1736 const IWineD3DPixelShaderVtbl *lpVtbl;
1737 LONG ref; /* Note: Ref counting not required */
1739 /* IWineD3DBaseShader */
1740 IWineD3DBaseShaderClass baseShader;
1742 /* IWineD3DPixelShaderImpl */
1745 /* Pixel shader input semantics */
1746 semantic semantics_in [MAX_REG_INPUT];
1751 #if 0 /* needs reworking */
1752 PSHADERINPUTDATA input;
1753 PSHADEROUTPUTDATA output;
1755 } IWineD3DPixelShaderImpl;
1757 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1758 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1760 /*****************************************************************************
1761 * IWineD3DPalette implementation structure
1763 struct IWineD3DPaletteImpl {
1764 /* IUnknown parts */
1765 const IWineD3DPaletteVtbl *lpVtbl;
1769 IWineD3DDeviceImpl *wineD3DDevice;
1771 /* IWineD3DPalette */
1773 WORD palVersion; /*| */
1774 WORD palNumEntries; /*| LOGPALETTE */
1775 PALETTEENTRY palents[256]; /*| */
1776 /* This is to store the palette in 'screen format' */
1777 int screen_palents[256];
1781 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1782 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1784 /* DirectDraw utility functions */
1785 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1787 /*****************************************************************************
1788 * Pixel format management
1791 WINED3DFORMAT format;
1792 DWORD alphaMask, redMask, greenMask, blueMask;
1795 GLint glInternal, glFormat, glType;
1798 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);