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;
175 /* Shader backends */
178 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181 void (*shader_cleanup)(BOOL usePS, BOOL useVS);
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
193 /* As GLX relies on X, this is needed */
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
204 /*****************************************************************************
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226 (vec)[0] = D3DCOLOR_R(dw); \
227 (vec)[1] = D3DCOLOR_G(dw); \
228 (vec)[2] = D3DCOLOR_B(dw); \
229 (vec)[3] = D3DCOLOR_A(dw);
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
235 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
236 See MaxStreams in MSDN under GetDeviceCaps */
237 /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512
239 /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES 256
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A) \
246 GLint err = glGetError(); \
247 if (err == GL_NO_ERROR) { \
248 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
251 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
252 err, A, __FILE__, __LINE__); \
253 err = glGetError(); \
254 } while (err != GL_NO_ERROR); \
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat) \
263 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN() \
273 PLIGHTINFOEL *el = This->stateBlock->lights;\
275 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #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);
284 /* Defines used for optimizations */
286 /* Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP 0x0001
288 #define REAPPLY_ALL 0xFFFF
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
300 /* Memory and object tracking */
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
306 typedef struct WineD3DGlobalStatistics {
307 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
312 /* Global variables */
313 extern const float identity[16];
315 /*****************************************************************************
316 * Compilable extra diagnostics
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A) \
330 GLint err = glGetError(); \
331 if (err == GL_NO_ERROR) { \
332 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
335 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
336 err, A, __FILE__, __LINE__); \
337 err = glGetError(); \
338 } while (err != GL_NO_ERROR); \
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345 is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348 the file is deleted */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 # define SINGLE_FRAME_DEBUGGING
352 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353 It can only be enabled when FRAME_DEBUGGING is also enabled
354 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
357 # define SHOW_FRAME_MAKEUP 1
359 /* The following, when enabled, lets you see the makeup of the all the textures used during each
360 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361 The contents of the textures assigned to each stage are written into
362 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_TEXTURE_MAKEUP 0
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
371 /*****************************************************************************
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
380 long StartVertexIndex,
381 UINT numberOfVertices,
387 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
389 void primitiveDeclarationConvertToStridedData(
390 IWineD3DDevice *iface,
391 BOOL useVertexShaderFunction,
392 WineDirect3DVertexStridedData *strided,
395 void primitiveConvertFVFtoOffset(DWORD thisFVF,
398 WineDirect3DVertexStridedData *strided,
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
439 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
444 #define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
448 DWORD representative;
449 APPLYSTATEFUNC apply;
452 /* Global state table */
453 extern const struct StateEntry StateTable[];
455 /* Routine to fill gl caps for swapchains and IWineD3D */
456 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
458 /* Macros for doing basic GPU detection based on opengl capabilities */
459 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
460 #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])
461 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
462 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
464 /* Default callbacks for implicit object destruction */
465 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
467 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
469 /*****************************************************************************
470 * Internal representation of a light
472 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
473 struct PLIGHTINFOEL {
474 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
481 /* Converted parms to speed up swapping lights */
491 /* The default light parameters */
492 extern const WINED3DLIGHT WINED3D_default_light;
494 /*****************************************************************************
495 * IWineD3D implementation structure
497 typedef struct IWineD3DImpl
499 /* IUnknown fields */
500 const IWineD3DVtbl *lpVtbl;
501 LONG ref; /* Note: Ref counting not required */
503 /* WineD3D Information */
509 WineD3D_GL_Info gl_info;
512 extern const IWineD3DVtbl IWineD3D_Vtbl;
514 /** Hacked out start of a context manager!! **/
515 typedef struct glContext {
522 IWineD3DSurface *pSurface;
523 #if 0 /* TODO: someway to represent the state of the context */
524 IWineD3DStateBlock *pStateBlock;
526 /* a few other things like format */
529 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
530 (since it will break quite a few things until contexts are managed properly!) */
531 extern BOOL pbuffer_support;
532 /* allocate one pbuffer per surface */
533 extern BOOL pbuffer_per_surface;
535 /* Maximum number of contexts/pbuffers to keep in cache,
536 set to 100 because ATI's drivers don't support deleting pBuffers properly
537 this needs to be migrated to a list and some option availalbe for controle the cache size.
539 #define CONTEXT_CACHE 100
541 typedef struct ResourceList {
542 IWineD3DResource *resource;
543 struct ResourceList *next;
546 /* A helper function that dumps a resource list */
547 void dumpResources(ResourceList *resources);
549 /*****************************************************************************
550 * IWineD3DDevice implementation structure
552 typedef struct IWineD3DDeviceImpl
554 /* IUnknown fields */
555 const IWineD3DDeviceVtbl *lpVtbl;
556 LONG ref; /* Note: Ref counting not required */
558 /* WineD3D Information */
562 /* X and GL Information */
563 GLint maxConcurrentLights;
565 /* Selected capabilities */
566 int vs_selected_mode;
567 int ps_selected_mode;
568 const shader_backend_t *shader_backend;
571 BOOL view_ident; /* true iff view matrix is identity */
572 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
573 GLenum tracking_parm; /* Which source is tracking current colour */
574 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
575 #define DISABLED_TRACKING 0 /* Disabled */
576 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
577 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
578 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
579 BOOL texture_shader_active; /* TODO: Confirm use is correct */
580 BOOL last_was_notclipped;
582 BOOL last_was_pshader;
583 BOOL last_was_vshader;
584 BOOL last_was_foggy_shader;
585 BOOL namedArraysLoaded, numberedArraysLoaded;
586 BOOL lastWasPow2Texture[MAX_TEXTURES];
588 /* State block related */
589 BOOL isRecordingState;
590 IWineD3DStateBlockImpl *stateBlock;
591 IWineD3DStateBlockImpl *updateStateBlock;
594 /* Internal use fields */
595 WINED3DDEVICE_CREATION_PARAMETERS createParms;
597 WINED3DDEVTYPE devType;
599 IWineD3DSwapChain **swapchains;
600 uint NumberOfSwapChains;
602 ResourceList *resources; /* a linked list to track resources created by the device */
604 /* Render Target Support */
605 IWineD3DSurface **render_targets;
606 IWineD3DSurface *depthStencilBuffer;
608 IWineD3DSurface *stencilBufferTarget;
610 /* palettes texture management */
611 PALETTEENTRY palettes[MAX_PALETTES][256];
614 /* For rendering to a texture using glCopyTexImage */
615 BOOL render_offscreen;
616 WINED3D_DEPTHCOPYSTATE depth_copy_state;
618 GLenum *draw_buffers;
620 /* Cursor management */
626 UINT cursorWidth, cursorHeight;
627 GLuint cursorTexture;
629 /* Textures for when no other textures are mapped */
630 UINT dummyTextureName[MAX_TEXTURES];
632 /* Debug stream management */
635 /* Device state management */
637 BOOL d3d_initialized;
639 /* Screen buffer resources */
640 glContext contextCache[CONTEXT_CACHE];
642 /* A flag to check if endscene has been called before changing the render tartet */
645 /* process vertex shaders using software or hardware */
646 BOOL softwareVertexProcessing;
648 /* DirectDraw stuff */
650 IWineD3DSurface *ddraw_primary;
651 DWORD ddraw_width, ddraw_height;
652 WINED3DFORMAT ddraw_format;
653 BOOL ddraw_fullscreen;
655 /* List of GLSL shader programs and their associated vertex & pixel shaders */
656 struct list glsl_shader_progs;
659 /* Final position fixup constant */
662 /* State dirtification
663 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
664 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
665 * 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
666 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
668 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
669 DWORD numDirtyEntries;
670 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
672 /* With register combiners we can skip junk texture stages */
673 DWORD texUnitMap[MAX_SAMPLERS];
674 BOOL oneToOneTexUnitMap;
676 /* Stream source management */
677 WineDirect3DVertexStridedData strided_streams;
678 WineDirect3DVertexStridedData *up_strided;
679 BOOL useDrawStridedSlow;
681 } IWineD3DDeviceImpl;
683 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
685 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
686 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
687 DWORD idx = state >> 5;
688 BYTE shift = state & 0x1f;
689 return This->isStateDirty[idx] & (1 << shift);
692 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
693 * anybody uses it for much so a good implementation is optional. */
694 typedef struct PrivateData
696 struct PrivateData* next;
699 DWORD flags; /* DDSPD_* */
700 DWORD uniqueness_value;
711 /*****************************************************************************
712 * IWineD3DResource implementation structure
714 typedef struct IWineD3DResourceClass
716 /* IUnknown fields */
717 LONG ref; /* Note: Ref counting not required */
719 /* WineD3DResource Information */
721 WINED3DRESOURCETYPE resourceType;
722 IWineD3DDeviceImpl *wineD3DDevice;
726 WINED3DFORMAT format;
727 BYTE *allocatedMemory;
728 PrivateData *privateData;
730 } IWineD3DResourceClass;
732 typedef struct IWineD3DResourceImpl
734 /* IUnknown & WineD3DResource Information */
735 const IWineD3DResourceVtbl *lpVtbl;
736 IWineD3DResourceClass resource;
737 } IWineD3DResourceImpl;
740 /*****************************************************************************
741 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
743 typedef struct IWineD3DVertexBufferImpl
745 /* IUnknown & WineD3DResource Information */
746 const IWineD3DVertexBufferVtbl *lpVtbl;
747 IWineD3DResourceClass resource;
749 /* WineD3DVertexBuffer specifics */
752 /* Vertex buffer object support */
757 UINT dirtystart, dirtyend;
760 LONG declChanges, draws;
761 /* Last description of the buffer */
762 WineDirect3DVertexStridedData strided;
763 } IWineD3DVertexBufferImpl;
765 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
767 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
768 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
769 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
770 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
771 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
772 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
774 /*****************************************************************************
775 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
777 typedef struct IWineD3DIndexBufferImpl
779 /* IUnknown & WineD3DResource Information */
780 const IWineD3DIndexBufferVtbl *lpVtbl;
781 IWineD3DResourceClass resource;
783 /* WineD3DVertexBuffer specifics */
784 } IWineD3DIndexBufferImpl;
786 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
788 /*****************************************************************************
789 * IWineD3DBaseTexture D3D- > openGL state map lookups
791 #define WINED3DFUNC_NOTSUPPORTED -2
792 #define WINED3DFUNC_UNIMPLEMENTED -1
794 typedef enum winetexturestates {
795 WINED3DTEXSTA_ADDRESSU = 0,
796 WINED3DTEXSTA_ADDRESSV = 1,
797 WINED3DTEXSTA_ADDRESSW = 2,
798 WINED3DTEXSTA_BORDERCOLOR = 3,
799 WINED3DTEXSTA_MAGFILTER = 4,
800 WINED3DTEXSTA_MINFILTER = 5,
801 WINED3DTEXSTA_MIPFILTER = 6,
802 WINED3DTEXSTA_MAXMIPLEVEL = 7,
803 WINED3DTEXSTA_MAXANISOTROPY = 8,
804 WINED3DTEXSTA_SRGBTEXTURE = 9,
805 WINED3DTEXSTA_ELEMENTINDEX = 10,
806 WINED3DTEXSTA_DMAPOFFSET = 11,
807 WINED3DTEXSTA_TSSADDRESSW = 12,
808 MAX_WINETEXTURESTATES = 13,
811 typedef struct Wined3dTextureStateMap {
814 } Wined3dTextureStateMap;
816 /*****************************************************************************
817 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
819 typedef struct IWineD3DBaseTextureClass
823 WINED3DFORMAT format;
827 WINED3DTEXTUREFILTERTYPE filterType;
828 DWORD states[MAX_WINETEXTURESTATES];
831 } IWineD3DBaseTextureClass;
833 typedef struct IWineD3DBaseTextureImpl
835 /* IUnknown & WineD3DResource Information */
836 const IWineD3DBaseTextureVtbl *lpVtbl;
837 IWineD3DResourceClass resource;
838 IWineD3DBaseTextureClass baseTexture;
840 } IWineD3DBaseTextureImpl;
842 /*****************************************************************************
843 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
845 typedef struct IWineD3DTextureImpl
847 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
848 const IWineD3DTextureVtbl *lpVtbl;
849 IWineD3DResourceClass resource;
850 IWineD3DBaseTextureClass baseTexture;
852 /* IWineD3DTexture */
853 IWineD3DSurface *surfaces[MAX_LEVELS];
857 float pow2scalingFactorX;
858 float pow2scalingFactorY;
860 } IWineD3DTextureImpl;
862 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
864 /*****************************************************************************
865 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
867 typedef struct IWineD3DCubeTextureImpl
869 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
870 const IWineD3DCubeTextureVtbl *lpVtbl;
871 IWineD3DResourceClass resource;
872 IWineD3DBaseTextureClass baseTexture;
874 /* IWineD3DCubeTexture */
875 IWineD3DSurface *surfaces[6][MAX_LEVELS];
878 float pow2scalingFactor;
880 } IWineD3DCubeTextureImpl;
882 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
884 typedef struct _WINED3DVOLUMET_DESC
889 } WINED3DVOLUMET_DESC;
891 /*****************************************************************************
892 * IWineD3DVolume implementation structure (extends IUnknown)
894 typedef struct IWineD3DVolumeImpl
896 /* IUnknown & WineD3DResource fields */
897 const IWineD3DVolumeVtbl *lpVtbl;
898 IWineD3DResourceClass resource;
900 /* WineD3DVolume Information */
901 WINED3DVOLUMET_DESC currentDesc;
902 IWineD3DBase *container;
907 WINED3DBOX lockedBox;
912 } IWineD3DVolumeImpl;
914 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
916 /*****************************************************************************
917 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
919 typedef struct IWineD3DVolumeTextureImpl
921 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
922 const IWineD3DVolumeTextureVtbl *lpVtbl;
923 IWineD3DResourceClass resource;
924 IWineD3DBaseTextureClass baseTexture;
926 /* IWineD3DVolumeTexture */
927 IWineD3DVolume *volumes[MAX_LEVELS];
932 } IWineD3DVolumeTextureImpl;
934 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
936 typedef struct _WINED3DSURFACET_DESC
938 WINED3DMULTISAMPLE_TYPE MultiSampleType;
939 DWORD MultiSampleQuality;
942 } WINED3DSURFACET_DESC;
944 /*****************************************************************************
945 * Structure for DIB Surfaces (GetDC and GDI surfaces)
947 typedef struct wineD3DSurface_DIB {
952 } wineD3DSurface_DIB;
954 /*****************************************************************************
955 * IWineD3DSurface implementation structure
957 struct IWineD3DSurfaceImpl
959 /* IUnknown & IWineD3DResource Information */
960 const IWineD3DSurfaceVtbl *lpVtbl;
961 IWineD3DResourceClass resource;
963 /* IWineD3DSurface fields */
964 IWineD3DBase *container;
965 WINED3DSURFACET_DESC currentDesc;
966 IWineD3DPaletteImpl *palette;
970 /* TODO: move this off into a management class(maybe!) */
977 /* Oversized texture */
981 /* precalculated x and y scalings for texture coords */
982 float pow2scalingFactorX; /* = (Width / pow2Width ) */
983 float pow2scalingFactorY; /* = (Height / pow2Height) */
989 glDescriptor glDescription;
992 wineD3DSurface_DIB dib;
995 /* Color keys for DDraw */
996 DDCOLORKEY DestBltCKey;
997 DDCOLORKEY DestOverlayCKey;
998 DDCOLORKEY SrcOverlayCKey;
999 DDCOLORKEY SrcBltCKey;
1005 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1006 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1008 /* Predeclare the shared Surface functions */
1009 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1010 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1011 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1012 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1013 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1014 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1015 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1016 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1017 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1018 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1019 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1020 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1030 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1032 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1034 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
1035 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1036 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1037 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1039 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1040 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1042 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1044 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1047 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1048 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1049 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1050 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1052 /* Surface flags: */
1053 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1054 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1055 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1056 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1057 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1058 #define SFLAG_DISCARD 0x00000020 /* ??? */
1059 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1060 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
1061 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
1062 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
1063 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1064 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1065 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1066 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
1067 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
1068 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
1069 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
1070 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
1071 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
1073 /* In some conditions the surface memory must not be freed:
1074 * SFLAG_OVERSIZE: Not all data can be kept in GL
1075 * SFLAG_CONVERTED: Converting the data back would take too long
1076 * SFLAG_DIBSECTION: The dib code manages the memory
1077 * SFLAG_DIRTY: GL surface isn't up to date
1078 * SFLAG_LOCKED: The app requires access to the surface data
1079 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1080 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1081 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1083 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1085 SFLAG_DIBSECTION | \
1088 SFLAG_ACTIVELOCK | \
1093 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1095 /* Alignment of the pitch */
1096 #define SURFACE_ALIGNMENT 4
1098 /*****************************************************************************
1099 * IWineD3DVertexDeclaration implementation structure
1101 typedef struct IWineD3DVertexDeclarationImpl {
1102 /* IUnknown Information */
1103 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1104 LONG ref; /* Note: Ref counting not required */
1107 /** precomputed fvf if simple declaration */
1108 IWineD3DDeviceImpl *wineD3DDevice;
1109 DWORD fvf[MAX_STREAMS];
1112 /** dx8 compatible Declaration fields */
1113 DWORD* pDeclaration8;
1114 DWORD declaration8Length;
1117 D3DVERTEXELEMENT9 *pDeclaration9;
1118 UINT declaration9NumElements;
1120 WINED3DVERTEXELEMENT *pDeclarationWine;
1121 UINT declarationWNumElements;
1125 } IWineD3DVertexDeclarationImpl;
1127 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1129 /*****************************************************************************
1130 * IWineD3DStateBlock implementation structure
1133 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1134 /* Note: Very long winded but gl Lists are not flexible enough */
1135 /* to resolve everything we need, so doing it manually for now */
1136 typedef struct SAVEDSTATES {
1140 BOOL streamSource[MAX_STREAMS];
1141 BOOL streamFreq[MAX_STREAMS];
1142 BOOL textures[MAX_SAMPLERS];
1143 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1145 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1146 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1147 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1148 BOOL clipplane[MAX_CLIPPLANES];
1151 BOOL pixelShaderConstantsB[MAX_CONST_B];
1152 BOOL pixelShaderConstantsI[MAX_CONST_I];
1153 BOOL *pixelShaderConstantsF;
1155 BOOL vertexShaderConstantsB[MAX_CONST_B];
1156 BOOL vertexShaderConstantsI[MAX_CONST_I];
1157 BOOL *vertexShaderConstantsF;
1165 struct IWineD3DStateBlockImpl
1167 /* IUnknown fields */
1168 const IWineD3DStateBlockVtbl *lpVtbl;
1169 LONG ref; /* Note: Ref counting not required */
1171 /* IWineD3DStateBlock information */
1173 IWineD3DDeviceImpl *wineD3DDevice;
1174 WINED3DSTATEBLOCKTYPE blockType;
1176 /* Array indicating whether things have been set or changed */
1177 SAVEDSTATES changed;
1179 struct list set_vconstantsF;
1180 struct list set_pconstantsF;
1182 /* Drawing - Vertex Shader or FVF related */
1184 /* Vertex Shader Declaration */
1185 IWineD3DVertexDeclaration *vertexDecl;
1187 IWineD3DVertexShader *vertexShader;
1189 /* Vertex Shader Constants */
1190 BOOL vertexShaderConstantB[MAX_CONST_B];
1191 INT vertexShaderConstantI[MAX_CONST_I * 4];
1192 float *vertexShaderConstantF;
1196 UINT streamStride[MAX_STREAMS];
1197 UINT streamOffset[MAX_STREAMS];
1198 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1199 UINT streamFreq[MAX_STREAMS];
1200 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1203 IWineD3DIndexBuffer* pIndexData;
1204 UINT baseVertexIndex;
1205 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1208 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1211 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1214 double clipplane[MAX_CLIPPLANES][4];
1215 WINED3DCLIPSTATUS clip_status;
1218 WINED3DVIEWPORT viewport;
1221 WINED3DMATERIAL material;
1224 IWineD3DPixelShader *pixelShader;
1226 /* Pixel Shader Constants */
1227 BOOL pixelShaderConstantB[MAX_CONST_B];
1228 INT pixelShaderConstantI[MAX_CONST_I * 4];
1229 float *pixelShaderConstantF;
1232 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1235 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1236 int textureDimensions[MAX_SAMPLERS];
1238 /* Texture State Stage */
1239 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1240 DWORD lowest_disabled_stage;
1241 /* Sampler States */
1242 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1244 /* Current GLSL Shader Program */
1245 struct glsl_shader_prog_link *glsl_program;
1248 extern void stateblock_savedstates_set(
1249 IWineD3DStateBlock* iface,
1250 SAVEDSTATES* states,
1253 extern void stateblock_savedstates_copy(
1254 IWineD3DStateBlock* iface,
1256 SAVEDSTATES* source);
1258 extern void stateblock_copy(
1259 IWineD3DStateBlock* destination,
1260 IWineD3DStateBlock* source);
1262 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1264 /*****************************************************************************
1265 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1267 typedef struct IWineD3DQueryImpl
1269 const IWineD3DQueryVtbl *lpVtbl;
1270 LONG ref; /* Note: Ref counting not required */
1273 /*TODO: replace with iface usage */
1275 IWineD3DDevice *wineD3DDevice;
1277 IWineD3DDeviceImpl *wineD3DDevice;
1280 /* IWineD3DQuery fields */
1281 WINED3DQUERYTYPE type;
1282 /* TODO: Think about using a IUnknown instead of a void* */
1286 } IWineD3DQueryImpl;
1288 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1290 /* Datastructures for IWineD3DQueryImpl.extendedData */
1291 typedef struct WineQueryOcclusionData {
1293 } WineQueryOcclusionData;
1296 /*****************************************************************************
1297 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1300 typedef struct IWineD3DSwapChainImpl
1303 const IWineD3DSwapChainVtbl *lpVtbl;
1304 LONG ref; /* Note: Ref counting not required */
1307 IWineD3DDeviceImpl *wineD3DDevice;
1309 /* IWineD3DSwapChain fields */
1310 IWineD3DSurface **backBuffer;
1311 IWineD3DSurface *frontBuffer;
1312 BOOL wantsDepthStencilBuffer;
1313 D3DPRESENT_PARAMETERS presentParms;
1314 DWORD orig_width, orig_height;
1316 long prev_time, frames; /* Performance tracking */
1318 /* TODO: move everything up to drawable off into a context manager
1319 and store the 'data' in the contextManagerData interface.
1320 IUnknown *contextManagerData;
1328 XVisualInfo *visInfo;
1329 GLXContext render_ctx;
1330 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1332 } IWineD3DSwapChainImpl;
1334 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1336 /*****************************************************************************
1337 * Utility function prototypes
1340 /* Trace routines */
1341 const char* debug_d3dformat(WINED3DFORMAT fmt);
1342 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1343 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1344 const char* debug_d3dusage(DWORD usage);
1345 const char* debug_d3dusagequery(DWORD usagequery);
1346 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1347 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1348 const char* debug_d3ddeclusage(BYTE usage);
1349 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1350 const char* debug_d3drenderstate(DWORD state);
1351 const char* debug_d3dsamplerstate(DWORD state);
1352 const char* debug_d3dtexturestate(DWORD state);
1353 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1354 const char* debug_d3dpool(WINED3DPOOL pool);
1356 /* Routines for GL <-> D3D values */
1357 GLenum StencilOp(DWORD op);
1358 GLenum CompareFunc(DWORD func);
1359 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1360 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1361 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1363 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1366 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1368 /*****************************************************************************
1369 * To enable calling of inherited functions, requires prototypes
1371 * Note: Only require classes which are subclassed, ie resource, basetexture,
1373 /*** IUnknown methods ***/
1374 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1375 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1376 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1377 /*** IWineD3DResource methods ***/
1378 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1379 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1380 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1381 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1382 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1383 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1384 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1385 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1386 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1387 /*** class static members ***/
1388 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1390 /*** IUnknown methods ***/
1391 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1392 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1393 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1394 /*** IWineD3DResource methods ***/
1395 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1396 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1397 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1398 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1399 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1400 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1401 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1402 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1403 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1404 /*** IWineD3DBaseTexture methods ***/
1405 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1406 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1407 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1408 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1409 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1410 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1411 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1412 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1414 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1415 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1416 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1417 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1418 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1419 /*** class static members ***/
1420 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1422 struct SHADER_OPCODE_ARG;
1423 typedef void (*shader_fct_t)();
1424 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1426 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1427 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1428 * used if the user is using GLSL shaders. */
1429 struct glsl_shader_prog_link {
1431 GLhandleARB programId;
1432 GLhandleARB *vuniformF_locations;
1433 GLhandleARB *puniformF_locations;
1434 IWineD3DVertexShader* vertexShader;
1435 IWineD3DPixelShader* pixelShader;
1438 /* TODO: Make this dynamic, based on shader limits ? */
1439 #define MAX_REG_ADDR 1
1440 #define MAX_REG_TEMP 32
1441 #define MAX_REG_TEXCRD 8
1442 #define MAX_REG_INPUT 12
1443 #define MAX_REG_OUTPUT 12
1444 #define MAX_ATTRIBS 16
1445 #define MAX_CONST_I 16
1446 #define MAX_CONST_B 16
1448 /* FIXME: This needs to go up to 2048 for
1449 * Shader model 3 according to msdn (and for software shaders) */
1450 #define MAX_LABELS 16
1452 typedef struct semantic {
1457 typedef struct local_constant {
1463 typedef struct shader_reg_maps {
1465 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1466 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1467 char address[MAX_REG_ADDR]; /* vertex */
1468 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1469 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1470 char attributes[MAX_ATTRIBS]; /* vertex */
1471 char labels[MAX_LABELS]; /* pixel, vertex */
1473 /* Sampler usage tokens
1474 * Use 0 as default (bit 31 is always 1 on a valid token) */
1475 DWORD samplers[MAX_SAMPLERS];
1477 /* Whether or not a loop is used in this shader */
1480 /* Whether or not this shader uses fog */
1485 #define SHADER_PGMSIZE 65535
1486 typedef struct SHADER_BUFFER {
1489 unsigned int lineNo;
1492 /* Undocumented opcode controls */
1493 #define INST_CONTROLS_SHIFT 16
1494 #define INST_CONTROLS_MASK 0x00ff0000
1496 typedef enum COMPARISON_TYPE {
1505 typedef struct SHADER_OPCODE {
1506 unsigned int opcode;
1510 CONST UINT num_params;
1511 shader_fct_t soft_fct;
1512 SHADER_HANDLER hw_fct;
1513 SHADER_HANDLER hw_glsl_fct;
1518 typedef struct SHADER_OPCODE_ARG {
1519 IWineD3DBaseShader* shader;
1520 shader_reg_maps* reg_maps;
1521 CONST SHADER_OPCODE* opcode;
1528 SHADER_BUFFER* buffer;
1529 } SHADER_OPCODE_ARG;
1531 typedef struct SHADER_LIMITS {
1532 unsigned int temporary;
1533 unsigned int texcoord;
1534 unsigned int sampler;
1535 unsigned int constant_int;
1536 unsigned int constant_float;
1537 unsigned int constant_bool;
1538 unsigned int address;
1539 unsigned int packed_output;
1540 unsigned int packed_input;
1541 unsigned int attributes;
1545 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1546 maintain state information between multiple codes */
1547 typedef struct SHADER_PARSE_STATE {
1548 unsigned int current_row;
1549 DWORD texcoord_w[2];
1550 } SHADER_PARSE_STATE;
1552 /* Base Shader utility functions.
1553 * (may move callers into the same file in the future) */
1554 extern int shader_addline(
1555 SHADER_BUFFER* buffer,
1556 const char* fmt, ...);
1558 extern const SHADER_OPCODE* shader_get_opcode(
1559 IWineD3DBaseShader *iface,
1562 extern void shader_delete_constant_list(
1563 struct list* clist);
1565 /* Vertex shader utility functions */
1566 extern BOOL vshader_get_input(
1567 IWineD3DVertexShader* iface,
1568 BYTE usage_req, BYTE usage_idx_req,
1569 unsigned int* regnum);
1571 extern BOOL vshader_input_is_color(
1572 IWineD3DVertexShader* iface,
1573 unsigned int regnum);
1575 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1577 /* ARB_[vertex/fragment]_program helper functions */
1578 extern void shader_arb_load_constants(
1579 IWineD3DDevice* device,
1580 char usePixelShader,
1581 char useVertexShader);
1583 /* ARB shader program Prototypes */
1584 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1586 /* ARB pixel shader prototypes */
1587 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1593 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1594 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1595 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1596 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1597 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1598 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1599 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1600 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1602 /* ARB vertex shader prototypes */
1603 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1604 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1606 /* GLSL helper functions */
1607 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1608 extern void shader_glsl_load_constants(
1609 IWineD3DDevice* device,
1610 char usePixelShader,
1611 char useVertexShader);
1613 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1614 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1638 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1639 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1640 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1641 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1642 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1644 /** GLSL Pixel Shader Prototypes */
1645 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1660 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1661 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1662 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1663 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1664 extern void pshader_glsl_input_pack(
1665 SHADER_BUFFER* buffer,
1666 semantic* semantics_out);
1668 /** GLSL Vertex Shader Prototypes */
1669 extern void vshader_glsl_output_unpack(
1670 SHADER_BUFFER* buffer,
1671 semantic* semantics_out);
1673 /*****************************************************************************
1674 * IDirect3DBaseShader implementation structure
1676 typedef struct IWineD3DBaseShaderClass
1679 SHADER_LIMITS limits;
1680 SHADER_PARSE_STATE parse_state;
1681 CONST SHADER_OPCODE *shader_ins;
1682 CONST DWORD *function;
1683 UINT functionLength;
1687 /* Type of shader backend */
1690 /* Immediate constants (override global ones) */
1691 struct list constantsB;
1692 struct list constantsF;
1693 struct list constantsI;
1694 shader_reg_maps reg_maps;
1696 /* Pointer to the parent device */
1697 IWineD3DDevice *device;
1699 } IWineD3DBaseShaderClass;
1701 typedef struct IWineD3DBaseShaderImpl {
1703 const IWineD3DBaseShaderVtbl *lpVtbl;
1706 /* IWineD3DBaseShader */
1707 IWineD3DBaseShaderClass baseShader;
1708 } IWineD3DBaseShaderImpl;
1710 extern HRESULT shader_get_registers_used(
1711 IWineD3DBaseShader *iface,
1712 shader_reg_maps* reg_maps,
1713 semantic* semantics_in,
1714 semantic* semantics_out,
1715 CONST DWORD* pToken,
1716 IWineD3DStateBlockImpl *stateBlock);
1718 extern void shader_generate_glsl_declarations(
1719 IWineD3DBaseShader *iface,
1720 shader_reg_maps* reg_maps,
1721 SHADER_BUFFER* buffer,
1722 WineD3D_GL_Info* gl_info);
1724 extern void shader_generate_arb_declarations(
1725 IWineD3DBaseShader *iface,
1726 shader_reg_maps* reg_maps,
1727 SHADER_BUFFER* buffer,
1728 WineD3D_GL_Info* gl_info);
1730 extern void shader_generate_main(
1731 IWineD3DBaseShader *iface,
1732 SHADER_BUFFER* buffer,
1733 shader_reg_maps* reg_maps,
1734 CONST DWORD* pFunction);
1736 extern void shader_dump_ins_modifiers(
1737 const DWORD output);
1739 extern void shader_dump_param(
1740 IWineD3DBaseShader *iface,
1742 const DWORD addr_token,
1745 extern void shader_trace_init(
1746 IWineD3DBaseShader *iface,
1747 const DWORD* pFunction);
1749 extern int shader_get_param(
1750 IWineD3DBaseShader* iface,
1751 const DWORD* pToken,
1755 extern int shader_skip_unrecognized(
1756 IWineD3DBaseShader* iface,
1757 const DWORD* pToken);
1759 extern void print_glsl_info_log(
1760 WineD3D_GL_Info *gl_info,
1763 inline static int shader_get_regtype(const DWORD param) {
1764 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1765 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1768 extern unsigned int shader_get_float_offset(const DWORD reg);
1770 inline static BOOL shader_is_pshader_version(DWORD token) {
1771 return 0xFFFF0000 == (token & 0xFFFF0000);
1774 inline static BOOL shader_is_vshader_version(DWORD token) {
1775 return 0xFFFE0000 == (token & 0xFFFF0000);
1778 inline static BOOL shader_is_comment(DWORD token) {
1779 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1782 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1783 * so upload them above that
1785 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1786 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1788 /*****************************************************************************
1789 * IDirect3DVertexShader implementation structure
1791 typedef struct IWineD3DVertexShaderImpl {
1793 const IWineD3DVertexShaderVtbl *lpVtbl;
1794 LONG ref; /* Note: Ref counting not required */
1796 /* IWineD3DBaseShader */
1797 IWineD3DBaseShaderClass baseShader;
1799 /* IWineD3DVertexShaderImpl */
1805 /* Vertex shader input and output semantics */
1806 semantic semantics_in [MAX_ATTRIBS];
1807 semantic semantics_out [MAX_REG_OUTPUT];
1809 /* run time datas... */
1811 IWineD3DVertexDeclaration *vertexDeclaration;
1812 #if 0 /* needs reworking */
1813 /* run time datas */
1814 VSHADERINPUTDATA input;
1815 VSHADEROUTPUTDATA output;
1817 } IWineD3DVertexShaderImpl;
1818 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1819 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1821 /*****************************************************************************
1822 * IDirect3DPixelShader implementation structure
1824 typedef struct IWineD3DPixelShaderImpl {
1825 /* IUnknown parts */
1826 const IWineD3DPixelShaderVtbl *lpVtbl;
1827 LONG ref; /* Note: Ref counting not required */
1829 /* IWineD3DBaseShader */
1830 IWineD3DBaseShaderClass baseShader;
1832 /* IWineD3DPixelShaderImpl */
1835 /* Pixel shader input semantics */
1836 semantic semantics_in [MAX_REG_INPUT];
1841 #if 0 /* needs reworking */
1842 PSHADERINPUTDATA input;
1843 PSHADEROUTPUTDATA output;
1845 } IWineD3DPixelShaderImpl;
1847 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1848 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1850 /*****************************************************************************
1851 * IWineD3DPalette implementation structure
1853 struct IWineD3DPaletteImpl {
1854 /* IUnknown parts */
1855 const IWineD3DPaletteVtbl *lpVtbl;
1859 IWineD3DDeviceImpl *wineD3DDevice;
1861 /* IWineD3DPalette */
1863 WORD palVersion; /*| */
1864 WORD palNumEntries; /*| LOGPALETTE */
1865 PALETTEENTRY palents[256]; /*| */
1866 /* This is to store the palette in 'screen format' */
1867 int screen_palents[256];
1871 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1872 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1874 /* DirectDraw utility functions */
1875 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1877 /*****************************************************************************
1878 * Pixel format management
1881 WINED3DFORMAT format;
1882 DWORD alphaMask, redMask, greenMask, blueMask;
1885 GLint glInternal, glFormat, glType;
1888 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);