2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
140 #define ORM_BACKBUFFER 0
141 #define ORM_PBUFFER 1
145 #define SHADER_GLSL 2
146 #define SHADER_NONE 3
148 #define RTL_DISABLE -1
150 #define RTL_READDRAW 1
151 #define RTL_READTEX 2
152 #define RTL_TEXDRAW 3
155 /* NOTE: When adding fields to this structure, make sure to update the default
156 * values in wined3d_main.c as well. */
157 typedef struct wined3d_settings_s {
158 /* vertex and pixel shader modes */
162 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
163 we should use it. However, until it's fully implemented, we'll leave it as a registry
164 setting for developers. */
166 int offscreen_rendering_mode;
167 int rendertargetlock_mode;
168 /* Memory tracking and object counting */
169 unsigned int emulated_textureram;
171 } wined3d_settings_t;
173 extern wined3d_settings_t wined3d_settings;
175 /* Shader backends */
176 struct SHADER_OPCODE_ARG;
179 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
180 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
181 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
182 void (*shader_cleanup)(IWineD3DDevice *iface);
183 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
184 void (*shader_destroy)(IWineD3DBaseShader *iface);
187 extern const shader_backend_t glsl_shader_backend;
188 extern const shader_backend_t arb_program_shader_backend;
189 extern const shader_backend_t none_shader_backend;
193 extern void (*wine_tsx11_lock_ptr)(void);
194 extern void (*wine_tsx11_unlock_ptr)(void);
196 /* As GLX relies on X, this is needed */
200 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
201 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
203 #define ENTER_GL() wine_tsx11_lock_ptr()
204 #define LEAVE_GL() wine_tsx11_unlock_ptr()
207 /*****************************************************************************
211 /* GL related defines */
212 /* ------------------ */
213 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
214 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
215 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
216 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
218 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
219 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
220 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
221 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
223 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
224 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
225 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
226 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
228 #define D3DCOLORTOGLFLOAT4(dw, vec) \
229 (vec)[0] = D3DCOLOR_R(dw); \
230 (vec)[1] = D3DCOLOR_G(dw); \
231 (vec)[2] = D3DCOLOR_B(dw); \
232 (vec)[3] = D3DCOLOR_A(dw);
234 /* DirectX Device Limits */
235 /* --------------------- */
236 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
238 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
239 See MaxStreams in MSDN under GetDeviceCaps */
240 /* Maximum number of constants provided to the shaders */
241 #define HIGHEST_TRANSFORMSTATE 512
242 /* Highest value in WINED3DTRANSFORMSTATETYPE */
243 #define MAX_PALETTES 256
245 /* Checking of API calls */
246 /* --------------------- */
247 #define checkGLcall(A) \
249 GLint err = glGetError(); \
250 if (err == GL_NO_ERROR) { \
251 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
254 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
255 debug_glerror(err), err, A, __FILE__, __LINE__); \
256 err = glGetError(); \
257 } while (err != GL_NO_ERROR); \
260 /* Trace routines / diagnostics */
261 /* ---------------------------- */
263 /* Dump out a matrix and copy it */
264 #define conv_mat(mat,gl_mat) \
266 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
267 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
268 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
269 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
270 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
273 /* Macro to dump out the current state of the light chain */
274 #define DUMP_LIGHT_CHAIN() \
276 PLIGHTINFOEL *el = This->stateBlock->lights;\
278 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
283 /* Trace vector and strided data information */
284 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
285 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
286 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
288 /* Defines used for optimizations */
290 /* Only reapply what is necessary */
291 #define REAPPLY_ALPHAOP 0x0001
292 #define REAPPLY_ALL 0xFFFF
294 /* Advance declaration of structures to satisfy compiler */
295 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
296 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
297 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
298 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
300 /* Global variables */
301 extern const float identity[16];
303 /*****************************************************************************
304 * Compilable extra diagnostics
307 /* Trace information per-vertex: (extremely high amount of trace) */
308 #if 0 /* NOTE: Must be 0 in cvs */
309 # define VTRACE(A) TRACE A
314 /* Checking of per-vertex related GL calls */
315 /* --------------------- */
316 #define vcheckGLcall(A) \
318 GLint err = glGetError(); \
319 if (err == GL_NO_ERROR) { \
320 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
323 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
324 debug_glerror(err), err, A, __FILE__, __LINE__); \
325 err = glGetError(); \
326 } while (err != GL_NO_ERROR); \
329 /* TODO: Confirm each of these works when wined3d move completed */
330 #if 0 /* NOTE: Must be 0 in cvs */
331 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
332 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
333 is enabled, and if it doesn't exist it is disabled. */
334 # define FRAME_DEBUGGING
335 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
336 the file is deleted */
337 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
338 # define SINGLE_FRAME_DEBUGGING
340 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
341 It can only be enabled when FRAME_DEBUGGING is also enabled
342 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
344 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
345 # define SHOW_FRAME_MAKEUP 1
347 /* The following, when enabled, lets you see the makeup of the all the textures used during each
348 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
349 The contents of the textures assigned to each stage are written into
350 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
351 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
352 # define SHOW_TEXTURE_MAKEUP 0
355 extern BOOL isDumpingFrames;
356 extern LONG primCounter;
359 /*****************************************************************************
363 /* Routine common to the draw primitive and draw indexed primitive routines */
364 void drawPrimitive(IWineD3DDevice *iface,
368 long StartVertexIndex,
369 UINT numberOfVertices,
375 void primitiveDeclarationConvertToStridedData(
376 IWineD3DDevice *iface,
377 BOOL useVertexShaderFunction,
378 WineDirect3DVertexStridedData *strided,
381 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
383 typedef void (*glAttribFunc)(void *data);
384 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
385 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
386 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
387 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
388 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
392 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
393 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
395 /* Routines and structures related to state management */
396 typedef struct WineD3DContext WineD3DContext;
397 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
399 #define STATE_RENDER(a) (a)
400 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
402 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
403 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
405 /* + 1 because samplers start with 0 */
406 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
407 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
409 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
410 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
412 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
413 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
415 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
416 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
417 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
418 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
420 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
421 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
423 #define STATE_VSHADER (STATE_VDECL + 1)
424 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
426 #define STATE_VIEWPORT (STATE_VSHADER + 1)
427 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
429 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
430 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
431 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
432 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
434 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
435 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
437 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
438 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
440 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
441 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
443 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
445 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
447 #define STATE_HIGHEST (STATE_FRONTFACE)
451 DWORD representative;
452 APPLYSTATEFUNC apply;
455 /* Global state table */
456 extern const struct StateEntry StateTable[];
458 /* The new context manager that should deal with onscreen and offscreen rendering */
459 struct WineD3DContext {
460 /* State dirtification
461 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
462 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
463 * 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
464 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
466 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
467 DWORD numDirtyEntries;
468 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
470 IWineD3DSurface *surface;
471 DWORD tid; /* Thread ID which owns this context at the moment */
473 /* Stores some inforation about the context state for optimization */
474 GLint last_draw_buffer;
475 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
476 BOOL last_was_pshader;
477 BOOL last_was_vshader;
478 BOOL last_was_foggy_shader;
479 BOOL namedArraysLoaded, numberedArraysLoaded;
480 BOOL lastWasPow2Texture[MAX_TEXTURES];
481 GLenum tracking_parm; /* Which source is tracking current colour */
482 unsigned char num_untracked_materials;
483 GLenum untracked_materials[2];
484 BOOL last_was_blit, last_was_ckey;
485 char texShaderBumpMap;
488 /* The actual opengl context */
496 typedef enum ContextUsage {
497 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
498 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
499 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
500 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
503 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
504 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
505 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
506 void apply_fbo_state(IWineD3DDevice *iface);
508 /* Macros for doing basic GPU detection based on opengl capabilities */
509 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
510 #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])
511 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
512 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
514 /* Default callbacks for implicit object destruction */
515 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
517 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
519 /*****************************************************************************
520 * Internal representation of a light
522 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
523 struct PLIGHTINFOEL {
524 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
531 /* Converted parms to speed up swapping lights */
540 /* The default light parameters */
541 extern const WINED3DLIGHT WINED3D_default_light;
543 typedef struct WineD3D_PixelFormat
545 int iPixelFormat; /* WGL pixel format */
546 int redSize, greenSize, blueSize, alphaSize;
547 int depthSize, stencilSize;
548 } WineD3D_PixelFormat;
550 /* The adapter structure */
551 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
552 struct WineD3DAdapter
556 WineD3D_GL_Info gl_info;
558 const char *description;
559 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
561 WineD3D_PixelFormat *cfgs;
562 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
563 unsigned int UsedTextureRam;
566 extern BOOL InitAdapters(void);
567 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
568 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
570 /*****************************************************************************
571 * High order patch management
573 struct WineD3DRectPatch
577 WineDirect3DVertexStridedData strided;
578 WINED3DRECTPATCH_INFO RectPatchInfo;
580 char has_normals, has_texcoords;
584 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
586 /*****************************************************************************
587 * IWineD3D implementation structure
589 typedef struct IWineD3DImpl
591 /* IUnknown fields */
592 const IWineD3DVtbl *lpVtbl;
593 LONG ref; /* Note: Ref counting not required */
595 /* WineD3D Information */
600 extern const IWineD3DVtbl IWineD3D_Vtbl;
602 /* TODO: setup some flags in the registry to enable, disable pbuffer support
603 (since it will break quite a few things until contexts are managed properly!) */
604 extern BOOL pbuffer_support;
605 /* allocate one pbuffer per surface */
606 extern BOOL pbuffer_per_surface;
608 /* A helper function that dumps a resource list */
609 void dumpResources(struct list *list);
611 /*****************************************************************************
612 * IWineD3DDevice implementation structure
614 struct IWineD3DDeviceImpl
616 /* IUnknown fields */
617 const IWineD3DDeviceVtbl *lpVtbl;
618 LONG ref; /* Note: Ref counting not required */
620 /* WineD3D Information */
623 struct WineD3DAdapter *adapter;
625 /* Window styles to restore when switching fullscreen mode */
629 /* X and GL Information */
630 GLint maxConcurrentLights;
631 GLenum offscreenBuffer;
633 /* Selected capabilities */
634 int vs_selected_mode;
635 int ps_selected_mode;
636 const shader_backend_t *shader_backend;
637 hash_table_t *glsl_program_lookup;
640 BOOL view_ident; /* true iff view matrix is identity */
642 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
643 unsigned char surface_alignment; /* Line Alignment of surfaces */
645 /* State block related */
646 BOOL isRecordingState;
647 IWineD3DStateBlockImpl *stateBlock;
648 IWineD3DStateBlockImpl *updateStateBlock;
651 /* Internal use fields */
652 WINED3DDEVICE_CREATION_PARAMETERS createParms;
654 WINED3DDEVTYPE devType;
656 IWineD3DSwapChain **swapchains;
657 UINT NumberOfSwapChains;
659 struct list resources; /* a linked list to track resources created by the device */
661 /* Render Target Support */
662 IWineD3DSurface **render_targets;
663 IWineD3DSurface *auto_depth_stencil_buffer;
664 IWineD3DSurface **fbo_color_attachments;
665 IWineD3DSurface *fbo_depth_attachment;
667 IWineD3DSurface *stencilBufferTarget;
669 /* Caches to avoid unneeded context changes */
670 IWineD3DSurface *lastActiveRenderTarget;
671 IWineD3DSwapChain *lastActiveSwapChain;
673 /* palettes texture management */
674 PALETTEENTRY palettes[MAX_PALETTES][256];
676 UINT paletteConversionShader;
678 /* For rendering to a texture using glCopyTexImage */
679 BOOL render_offscreen;
680 WINED3D_DEPTHCOPYSTATE depth_copy_state;
684 GLenum *draw_buffers;
686 /* Cursor management */
692 UINT cursorWidth, cursorHeight;
693 GLuint cursorTexture;
694 BOOL haveHardwareCursor;
695 HCURSOR hardwareCursor;
697 /* The Wine logo surface */
698 IWineD3DSurface *logo_surface;
700 /* Textures for when no other textures are mapped */
701 UINT dummyTextureName[MAX_TEXTURES];
703 /* Debug stream management */
706 /* Device state management */
708 BOOL d3d_initialized;
710 /* A flag to check for proper BeginScene / EndScene call pairs */
713 /* process vertex shaders using software or hardware */
714 BOOL softwareVertexProcessing;
716 /* DirectDraw stuff */
718 IWineD3DSurface *ddraw_primary;
719 DWORD ddraw_width, ddraw_height;
720 WINED3DFORMAT ddraw_format;
721 BOOL ddraw_fullscreen;
723 /* Final position fixup constant */
726 /* With register combiners we can skip junk texture stages */
727 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
728 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
729 BOOL fixed_function_usage_map[MAX_TEXTURES];
731 /* Stream source management */
732 WineDirect3DVertexStridedData strided_streams;
733 WineDirect3DVertexStridedData *up_strided;
734 BOOL useDrawStridedSlow;
737 /* Context management */
738 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
739 WineD3DContext *activeContext;
742 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
743 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
745 /* High level patch management */
746 #define PATCHMAP_SIZE 43
747 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
748 struct list patches[PATCHMAP_SIZE];
749 struct WineD3DRectPatch *currentPatch;
752 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
754 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
755 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
756 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
757 DWORD idx = state >> 5;
758 BYTE shift = state & 0x1f;
759 return context->isStateDirty[idx] & (1 << shift);
762 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
763 typedef struct PrivateData
768 DWORD flags; /* DDSPD_* */
769 DWORD uniqueness_value;
780 /*****************************************************************************
781 * IWineD3DResource implementation structure
783 typedef struct IWineD3DResourceClass
785 /* IUnknown fields */
786 LONG ref; /* Note: Ref counting not required */
788 /* WineD3DResource Information */
790 WINED3DRESOURCETYPE resourceType;
791 IWineD3DDeviceImpl *wineD3DDevice;
795 WINED3DFORMAT format;
796 BYTE *allocatedMemory; /* Pointer to the real data location */
797 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
798 struct list privateData;
799 struct list resource_list_entry;
801 } IWineD3DResourceClass;
803 typedef struct IWineD3DResourceImpl
805 /* IUnknown & WineD3DResource Information */
806 const IWineD3DResourceVtbl *lpVtbl;
807 IWineD3DResourceClass resource;
808 } IWineD3DResourceImpl;
810 /* Tests show that the start address of resources is 32 byte aligned */
811 #define RESOURCE_ALIGNMENT 32
813 /*****************************************************************************
814 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
816 typedef struct IWineD3DVertexBufferImpl
818 /* IUnknown & WineD3DResource Information */
819 const IWineD3DVertexBufferVtbl *lpVtbl;
820 IWineD3DResourceClass resource;
822 /* WineD3DVertexBuffer specifics */
825 /* Vertex buffer object support */
830 UINT dirtystart, dirtyend;
833 LONG declChanges, draws;
834 /* Last description of the buffer */
835 WineDirect3DVertexStridedData strided;
836 BOOL last_was_vshader;
837 BOOL last_was_converted;
838 } IWineD3DVertexBufferImpl;
840 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
842 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
843 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
844 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
845 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
846 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
848 /*****************************************************************************
849 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
851 typedef struct IWineD3DIndexBufferImpl
853 /* IUnknown & WineD3DResource Information */
854 const IWineD3DIndexBufferVtbl *lpVtbl;
855 IWineD3DResourceClass resource;
858 UINT dirtystart, dirtyend;
861 /* WineD3DVertexBuffer specifics */
862 } IWineD3DIndexBufferImpl;
864 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
866 /*****************************************************************************
867 * IWineD3DBaseTexture D3D- > openGL state map lookups
869 #define WINED3DFUNC_NOTSUPPORTED -2
870 #define WINED3DFUNC_UNIMPLEMENTED -1
872 typedef enum winetexturestates {
873 WINED3DTEXSTA_ADDRESSU = 0,
874 WINED3DTEXSTA_ADDRESSV = 1,
875 WINED3DTEXSTA_ADDRESSW = 2,
876 WINED3DTEXSTA_BORDERCOLOR = 3,
877 WINED3DTEXSTA_MAGFILTER = 4,
878 WINED3DTEXSTA_MINFILTER = 5,
879 WINED3DTEXSTA_MIPFILTER = 6,
880 WINED3DTEXSTA_MAXMIPLEVEL = 7,
881 WINED3DTEXSTA_MAXANISOTROPY = 8,
882 WINED3DTEXSTA_SRGBTEXTURE = 9,
883 WINED3DTEXSTA_ELEMENTINDEX = 10,
884 WINED3DTEXSTA_DMAPOFFSET = 11,
885 WINED3DTEXSTA_TSSADDRESSW = 12,
886 MAX_WINETEXTURESTATES = 13,
889 /*****************************************************************************
890 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
892 typedef struct IWineD3DBaseTextureClass
898 WINED3DTEXTUREFILTERTYPE filterType;
899 DWORD states[MAX_WINETEXTURESTATES];
903 UINT srgb_mode_change_count;
904 WINED3DFORMAT shader_conversion_group;
905 float pow2Matrix[16];
906 } IWineD3DBaseTextureClass;
908 typedef struct IWineD3DBaseTextureImpl
910 /* IUnknown & WineD3DResource Information */
911 const IWineD3DBaseTextureVtbl *lpVtbl;
912 IWineD3DResourceClass resource;
913 IWineD3DBaseTextureClass baseTexture;
915 } IWineD3DBaseTextureImpl;
917 /*****************************************************************************
918 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
920 typedef struct IWineD3DTextureImpl
922 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
923 const IWineD3DTextureVtbl *lpVtbl;
924 IWineD3DResourceClass resource;
925 IWineD3DBaseTextureClass baseTexture;
927 /* IWineD3DTexture */
928 IWineD3DSurface *surfaces[MAX_LEVELS];
934 } IWineD3DTextureImpl;
936 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
938 /*****************************************************************************
939 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
941 typedef struct IWineD3DCubeTextureImpl
943 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
944 const IWineD3DCubeTextureVtbl *lpVtbl;
945 IWineD3DResourceClass resource;
946 IWineD3DBaseTextureClass baseTexture;
948 /* IWineD3DCubeTexture */
949 IWineD3DSurface *surfaces[6][MAX_LEVELS];
952 } IWineD3DCubeTextureImpl;
954 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
956 typedef struct _WINED3DVOLUMET_DESC
961 } WINED3DVOLUMET_DESC;
963 /*****************************************************************************
964 * IWineD3DVolume implementation structure (extends IUnknown)
966 typedef struct IWineD3DVolumeImpl
968 /* IUnknown & WineD3DResource fields */
969 const IWineD3DVolumeVtbl *lpVtbl;
970 IWineD3DResourceClass resource;
972 /* WineD3DVolume Information */
973 WINED3DVOLUMET_DESC currentDesc;
974 IWineD3DBase *container;
979 WINED3DBOX lockedBox;
984 } IWineD3DVolumeImpl;
986 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
988 /*****************************************************************************
989 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
991 typedef struct IWineD3DVolumeTextureImpl
993 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
994 const IWineD3DVolumeTextureVtbl *lpVtbl;
995 IWineD3DResourceClass resource;
996 IWineD3DBaseTextureClass baseTexture;
998 /* IWineD3DVolumeTexture */
999 IWineD3DVolume *volumes[MAX_LEVELS];
1004 } IWineD3DVolumeTextureImpl;
1006 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1008 typedef struct _WINED3DSURFACET_DESC
1010 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1011 DWORD MultiSampleQuality;
1014 } WINED3DSURFACET_DESC;
1016 /*****************************************************************************
1017 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1019 typedef struct wineD3DSurface_DIB {
1025 } wineD3DSurface_DIB;
1032 } renderbuffer_entry_t;
1034 /*****************************************************************************
1035 * IWineD3DClipp implementation structure
1037 typedef struct IWineD3DClipperImpl
1039 const IWineD3DClipperVtbl *lpVtbl;
1044 } IWineD3DClipperImpl;
1047 /*****************************************************************************
1048 * IWineD3DSurface implementation structure
1050 struct IWineD3DSurfaceImpl
1052 /* IUnknown & IWineD3DResource Information */
1053 const IWineD3DSurfaceVtbl *lpVtbl;
1054 IWineD3DResourceClass resource;
1056 /* IWineD3DSurface fields */
1057 IWineD3DBase *container;
1058 WINED3DSURFACET_DESC currentDesc;
1059 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1060 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1064 /* TODO: move this off into a management class(maybe!) */
1070 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1071 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1073 /* Oversized texture */
1082 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1084 glDescriptor glDescription;
1088 wineD3DSurface_DIB dib;
1091 /* Color keys for DDraw */
1092 WINEDDCOLORKEY DestBltCKey;
1093 WINEDDCOLORKEY DestOverlayCKey;
1094 WINEDDCOLORKEY SrcOverlayCKey;
1095 WINEDDCOLORKEY SrcBltCKey;
1098 WINEDDCOLORKEY glCKey;
1100 struct list renderbuffers;
1101 renderbuffer_entry_t *current_renderbuffer;
1103 /* DirectDraw clippers */
1104 IWineD3DClipper *clipper;
1107 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1108 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1110 /* Predeclare the shared Surface functions */
1111 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1112 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1113 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1115 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1116 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1117 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1118 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1119 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1120 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1122 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1123 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1124 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1125 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1128 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1131 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1140 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1144 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1146 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1148 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1149 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1150 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1151 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1153 /* Surface flags: */
1154 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1155 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1156 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1157 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1158 #define SFLAG_DISCARD 0x00000010 /* ??? */
1159 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1160 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1161 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1162 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1163 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1164 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1165 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1166 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1167 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1168 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1169 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1170 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1171 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1172 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1174 /* In some conditions the surface memory must not be freed:
1175 * SFLAG_OVERSIZE: Not all data can be kept in GL
1176 * SFLAG_CONVERTED: Converting the data back would take too long
1177 * SFLAG_DIBSECTION: The dib code manages the memory
1178 * SFLAG_LOCKED: The app requires access to the surface data
1179 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1180 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1181 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1182 * SFLAG_CLIENT: OpenGL uses our memory as backup
1184 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1186 SFLAG_DIBSECTION | \
1194 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1197 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1202 CONVERT_PALETTED_CK,
1206 CONVERT_CK_4444_ARGB,
1211 CONVERT_CK_8888_ARGB,
1224 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1226 /*****************************************************************************
1227 * IWineD3DVertexDeclaration implementation structure
1229 typedef struct attrib_declaration {
1232 } attrib_declaration;
1234 #define MAX_ATTRIBS 16
1236 typedef struct IWineD3DVertexDeclarationImpl {
1237 /* IUnknown Information */
1238 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1242 IWineD3DDeviceImpl *wineD3DDevice;
1244 WINED3DVERTEXELEMENT *pDeclarationWine;
1245 UINT declarationWNumElements;
1247 DWORD streams[MAX_STREAMS];
1249 BOOL position_transformed;
1250 BOOL half_float_conv_needed;
1252 /* Ordered array of declaration types that need swizzling in a vshader */
1253 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1254 UINT num_swizzled_attribs;
1255 } IWineD3DVertexDeclarationImpl;
1257 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1259 /*****************************************************************************
1260 * IWineD3DStateBlock implementation structure
1263 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1264 /* Note: Very long winded but gl Lists are not flexible enough */
1265 /* to resolve everything we need, so doing it manually for now */
1266 typedef struct SAVEDSTATES {
1270 BOOL streamSource[MAX_STREAMS];
1271 BOOL streamFreq[MAX_STREAMS];
1272 BOOL textures[MAX_COMBINED_SAMPLERS];
1273 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1275 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1276 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1277 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1278 BOOL clipplane[MAX_CLIPPLANES];
1281 BOOL pixelShaderConstantsB[MAX_CONST_B];
1282 BOOL pixelShaderConstantsI[MAX_CONST_I];
1283 BOOL *pixelShaderConstantsF;
1285 BOOL vertexShaderConstantsB[MAX_CONST_B];
1286 BOOL vertexShaderConstantsI[MAX_CONST_I];
1287 BOOL *vertexShaderConstantsF;
1302 struct IWineD3DStateBlockImpl
1304 /* IUnknown fields */
1305 const IWineD3DStateBlockVtbl *lpVtbl;
1306 LONG ref; /* Note: Ref counting not required */
1308 /* IWineD3DStateBlock information */
1310 IWineD3DDeviceImpl *wineD3DDevice;
1311 WINED3DSTATEBLOCKTYPE blockType;
1313 /* Array indicating whether things have been set or changed */
1314 SAVEDSTATES changed;
1315 struct list set_vconstantsF;
1316 struct list set_pconstantsF;
1318 /* Drawing - Vertex Shader or FVF related */
1320 /* Vertex Shader Declaration */
1321 IWineD3DVertexDeclaration *vertexDecl;
1323 IWineD3DVertexShader *vertexShader;
1325 /* Vertex Shader Constants */
1326 BOOL vertexShaderConstantB[MAX_CONST_B];
1327 INT vertexShaderConstantI[MAX_CONST_I * 4];
1328 float *vertexShaderConstantF;
1332 UINT streamStride[MAX_STREAMS];
1333 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1334 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1335 UINT streamFreq[MAX_STREAMS + 1];
1336 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1339 IWineD3DIndexBuffer* pIndexData;
1340 INT baseVertexIndex;
1341 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1344 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1346 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1347 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1348 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1349 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1350 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1353 double clipplane[MAX_CLIPPLANES][4];
1354 WINED3DCLIPSTATUS clip_status;
1357 WINED3DVIEWPORT viewport;
1360 WINED3DMATERIAL material;
1363 IWineD3DPixelShader *pixelShader;
1365 /* Pixel Shader Constants */
1366 BOOL pixelShaderConstantB[MAX_CONST_B];
1367 INT pixelShaderConstantI[MAX_CONST_I * 4];
1368 float *pixelShaderConstantF;
1371 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1374 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1375 int textureDimensions[MAX_COMBINED_SAMPLERS];
1377 /* Texture State Stage */
1378 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1379 DWORD lowest_disabled_stage;
1380 /* Sampler States */
1381 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1383 /* Current GLSL Shader Program */
1384 struct glsl_shader_prog_link *glsl_program;
1386 /* Scissor test rectangle */
1389 /* Contained state management */
1390 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1391 unsigned int num_contained_render_states;
1392 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1393 unsigned int num_contained_transform_states;
1394 DWORD contained_vs_consts_i[MAX_CONST_I];
1395 unsigned int num_contained_vs_consts_i;
1396 DWORD contained_vs_consts_b[MAX_CONST_B];
1397 unsigned int num_contained_vs_consts_b;
1398 DWORD *contained_vs_consts_f;
1399 unsigned int num_contained_vs_consts_f;
1400 DWORD contained_ps_consts_i[MAX_CONST_I];
1401 unsigned int num_contained_ps_consts_i;
1402 DWORD contained_ps_consts_b[MAX_CONST_B];
1403 unsigned int num_contained_ps_consts_b;
1404 DWORD *contained_ps_consts_f;
1405 unsigned int num_contained_ps_consts_f;
1406 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1407 unsigned int num_contained_tss_states;
1408 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1409 unsigned int num_contained_sampler_states;
1412 extern void stateblock_savedstates_set(
1413 IWineD3DStateBlock* iface,
1414 SAVEDSTATES* states,
1417 extern void stateblock_savedstates_copy(
1418 IWineD3DStateBlock* iface,
1420 SAVEDSTATES* source);
1422 extern void stateblock_copy(
1423 IWineD3DStateBlock* destination,
1424 IWineD3DStateBlock* source);
1426 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1428 /* Direct3D terminology with little modifications. We do not have an issued state
1429 * because only the driver knows about it, but we have a created state because d3d
1430 * allows GetData on a created issue, but opengl doesn't
1437 /*****************************************************************************
1438 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1440 typedef struct IWineD3DQueryImpl
1442 const IWineD3DQueryVtbl *lpVtbl;
1443 LONG ref; /* Note: Ref counting not required */
1446 /*TODO: replace with iface usage */
1448 IWineD3DDevice *wineD3DDevice;
1450 IWineD3DDeviceImpl *wineD3DDevice;
1453 /* IWineD3DQuery fields */
1454 enum query_state state;
1455 WINED3DQUERYTYPE type;
1456 /* TODO: Think about using a IUnknown instead of a void* */
1460 } IWineD3DQueryImpl;
1462 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1464 /* Datastructures for IWineD3DQueryImpl.extendedData */
1465 typedef struct WineQueryOcclusionData {
1467 WineD3DContext *ctx;
1468 } WineQueryOcclusionData;
1470 typedef struct WineQueryEventData {
1472 WineD3DContext *ctx;
1473 } WineQueryEventData;
1475 /*****************************************************************************
1476 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1479 typedef struct IWineD3DSwapChainImpl
1482 const IWineD3DSwapChainVtbl *lpVtbl;
1483 LONG ref; /* Note: Ref counting not required */
1486 IWineD3DDeviceImpl *wineD3DDevice;
1488 /* IWineD3DSwapChain fields */
1489 IWineD3DSurface **backBuffer;
1490 IWineD3DSurface *frontBuffer;
1491 BOOL wantsDepthStencilBuffer;
1492 WINED3DPRESENT_PARAMETERS presentParms;
1493 DWORD orig_width, orig_height;
1494 WINED3DFORMAT orig_fmt;
1496 long prev_time, frames; /* Performance tracking */
1497 unsigned int vSyncCounter;
1499 WineD3DContext **context; /* Later a array for multithreading */
1500 unsigned int num_contexts;
1503 } IWineD3DSwapChainImpl;
1505 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1507 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1509 /*****************************************************************************
1510 * Utility function prototypes
1513 /* Trace routines */
1514 const char* debug_d3dformat(WINED3DFORMAT fmt);
1515 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1516 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1517 const char* debug_d3dusage(DWORD usage);
1518 const char* debug_d3dusagequery(DWORD usagequery);
1519 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1520 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1521 const char* debug_d3ddeclusage(BYTE usage);
1522 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1523 const char* debug_d3drenderstate(DWORD state);
1524 const char* debug_d3dsamplerstate(DWORD state);
1525 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1526 const char* debug_d3dtexturestate(DWORD state);
1527 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1528 const char* debug_d3dpool(WINED3DPOOL pool);
1529 const char *debug_fbostatus(GLenum status);
1530 const char *debug_glerror(GLenum error);
1531 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1532 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1534 /* Routines for GL <-> D3D values */
1535 GLenum StencilOp(DWORD op);
1536 GLenum CompareFunc(DWORD func);
1537 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1538 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1539 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1541 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1542 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1544 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1545 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1548 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1549 unsigned int count_bits(unsigned int mask);
1551 /*****************************************************************************
1552 * To enable calling of inherited functions, requires prototypes
1554 * Note: Only require classes which are subclassed, ie resource, basetexture,
1556 /*** IUnknown methods ***/
1557 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1558 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1559 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1560 /*** IWineD3DResource methods ***/
1561 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1562 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1563 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1564 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1565 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1566 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1567 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1568 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1569 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1570 /*** class static members ***/
1571 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1573 /*** IUnknown methods ***/
1574 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1575 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1576 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1577 /*** IWineD3DResource methods ***/
1578 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1579 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1580 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1581 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1582 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1583 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1584 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1585 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1586 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1587 /*** IWineD3DBaseTexture methods ***/
1588 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1589 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1590 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1591 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1592 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1593 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1594 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1595 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1597 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1598 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1599 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1600 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1601 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1602 /*** class static members ***/
1603 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1605 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1607 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1608 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1609 * used if the user is using GLSL shaders. */
1610 struct glsl_shader_prog_link {
1611 struct list vshader_entry;
1612 struct list pshader_entry;
1613 GLhandleARB programId;
1614 GLhandleARB *vuniformF_locations;
1615 GLhandleARB *puniformF_locations;
1616 GLhandleARB vuniformI_locations[MAX_CONST_I];
1617 GLhandleARB puniformI_locations[MAX_CONST_I];
1618 GLhandleARB posFixup_location;
1619 GLhandleARB bumpenvmat_location;
1620 GLhandleARB luminancescale_location;
1621 GLhandleARB luminanceoffset_location;
1622 GLhandleARB srgb_comparison_location;
1623 GLhandleARB srgb_mul_low_location;
1624 GLhandleARB ycorrection_location;
1625 GLhandleARB vshader;
1626 GLhandleARB pshader;
1630 GLhandleARB vshader;
1631 GLhandleARB pshader;
1632 } glsl_program_key_t;
1634 /* TODO: Make this dynamic, based on shader limits ? */
1635 #define MAX_REG_ADDR 1
1636 #define MAX_REG_TEMP 32
1637 #define MAX_REG_TEXCRD 8
1638 #define MAX_REG_INPUT 12
1639 #define MAX_REG_OUTPUT 12
1640 #define MAX_CONST_I 16
1641 #define MAX_CONST_B 16
1643 /* FIXME: This needs to go up to 2048 for
1644 * Shader model 3 according to msdn (and for software shaders) */
1645 #define MAX_LABELS 16
1647 typedef struct semantic {
1652 typedef struct local_constant {
1658 typedef struct shader_reg_maps {
1660 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1661 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1662 char address[MAX_REG_ADDR]; /* vertex */
1663 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1664 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1665 char attributes[MAX_ATTRIBS]; /* vertex */
1666 char labels[MAX_LABELS]; /* pixel, vertex */
1667 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1669 /* Sampler usage tokens
1670 * Use 0 as default (bit 31 is always 1 on a valid token) */
1671 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1672 char bumpmat, luminanceparams;
1673 char usesnrm, vpos, usesdsy;
1676 /* Whether or not loops are used in this shader, and nesting depth */
1677 unsigned loop_depth;
1679 /* Whether or not this shader uses fog */
1684 #define SHADER_PGMSIZE 65535
1685 typedef struct SHADER_BUFFER {
1688 unsigned int lineNo;
1692 /* Undocumented opcode controls */
1693 #define INST_CONTROLS_SHIFT 16
1694 #define INST_CONTROLS_MASK 0x00ff0000
1696 typedef enum COMPARISON_TYPE {
1705 typedef struct SHADER_OPCODE {
1706 unsigned int opcode;
1710 CONST UINT num_params;
1711 SHADER_HANDLER hw_fct;
1712 SHADER_HANDLER hw_glsl_fct;
1717 typedef struct SHADER_OPCODE_ARG {
1718 IWineD3DBaseShader* shader;
1719 shader_reg_maps* reg_maps;
1720 CONST SHADER_OPCODE* opcode;
1727 SHADER_BUFFER* buffer;
1728 } SHADER_OPCODE_ARG;
1730 typedef struct SHADER_LIMITS {
1731 unsigned int temporary;
1732 unsigned int texcoord;
1733 unsigned int sampler;
1734 unsigned int constant_int;
1735 unsigned int constant_float;
1736 unsigned int constant_bool;
1737 unsigned int address;
1738 unsigned int packed_output;
1739 unsigned int packed_input;
1740 unsigned int attributes;
1744 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1745 maintain state information between multiple codes */
1746 typedef struct SHADER_PARSE_STATE {
1747 unsigned int current_row;
1748 DWORD texcoord_w[2];
1749 } SHADER_PARSE_STATE;
1752 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1754 #define PRINTF_ATTR(fmt,args)
1757 /* Base Shader utility functions.
1758 * (may move callers into the same file in the future) */
1759 extern int shader_addline(
1760 SHADER_BUFFER* buffer,
1761 const char* fmt, ...) PRINTF_ATTR(2,3);
1763 extern const SHADER_OPCODE* shader_get_opcode(
1764 IWineD3DBaseShader *iface,
1767 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1769 /* Vertex shader utility functions */
1770 extern BOOL vshader_get_input(
1771 IWineD3DVertexShader* iface,
1772 BYTE usage_req, BYTE usage_idx_req,
1773 unsigned int* regnum);
1775 extern BOOL vshader_input_is_color(
1776 IWineD3DVertexShader* iface,
1777 unsigned int regnum);
1779 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1781 /* ARB_[vertex/fragment]_program helper functions */
1782 extern void shader_arb_load_constants(
1783 IWineD3DDevice* device,
1784 char usePixelShader,
1785 char useVertexShader);
1787 /* ARB shader program Prototypes */
1788 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1790 /* ARB pixel shader prototypes */
1791 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1808 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1815 /* ARB vertex / pixel shader common prototypes */
1816 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1817 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1818 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1820 /* ARB vertex shader prototypes */
1821 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1822 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1824 /* GLSL helper functions */
1825 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1826 extern void shader_glsl_load_constants(
1827 IWineD3DDevice* device,
1828 char usePixelShader,
1829 char useVertexShader);
1831 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1832 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1860 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1861 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1862 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1863 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1864 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1865 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1867 /** GLSL Pixel Shader Prototypes */
1868 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1871 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1872 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1873 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1874 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1875 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1883 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1884 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1885 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1886 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1887 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1888 extern void pshader_glsl_input_pack(
1889 SHADER_BUFFER* buffer,
1890 semantic* semantics_out,
1891 IWineD3DPixelShader *iface);
1893 /*****************************************************************************
1894 * IDirect3DBaseShader implementation structure
1896 typedef struct IWineD3DBaseShaderClass
1900 SHADER_LIMITS limits;
1901 SHADER_PARSE_STATE parse_state;
1902 CONST SHADER_OPCODE *shader_ins;
1904 UINT functionLength;
1907 UINT cur_loop_depth, cur_loop_regno;
1908 BOOL load_local_constsF;
1910 /* Type of shader backend */
1913 /* Programs this shader is linked with */
1914 struct list linked_programs;
1916 /* Immediate constants (override global ones) */
1917 struct list constantsB;
1918 struct list constantsF;
1919 struct list constantsI;
1920 shader_reg_maps reg_maps;
1922 /* Pixel formats of sampled textures, for format conversion. This
1923 * represents the formats found during compilation, it is not initialized
1924 * on the first parser pass. It is needed to check if the shader
1925 * needs recompilation to adjust the format conversion
1927 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1928 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1929 UINT num_sampled_samplers;
1931 UINT recompile_count;
1933 /* Pointer to the parent device */
1934 IWineD3DDevice *device;
1936 } IWineD3DBaseShaderClass;
1938 typedef struct IWineD3DBaseShaderImpl {
1940 const IWineD3DBaseShaderVtbl *lpVtbl;
1942 /* IWineD3DBaseShader */
1943 IWineD3DBaseShaderClass baseShader;
1944 } IWineD3DBaseShaderImpl;
1946 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1947 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1948 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1950 extern HRESULT shader_get_registers_used(
1951 IWineD3DBaseShader *iface,
1952 shader_reg_maps* reg_maps,
1953 semantic* semantics_in,
1954 semantic* semantics_out,
1955 CONST DWORD* pToken,
1956 IWineD3DStateBlockImpl *stateBlock);
1958 extern void shader_generate_glsl_declarations(
1959 IWineD3DBaseShader *iface,
1960 shader_reg_maps* reg_maps,
1961 SHADER_BUFFER* buffer,
1962 WineD3D_GL_Info* gl_info);
1964 extern void shader_generate_arb_declarations(
1965 IWineD3DBaseShader *iface,
1966 shader_reg_maps* reg_maps,
1967 SHADER_BUFFER* buffer,
1968 WineD3D_GL_Info* gl_info);
1970 extern void shader_generate_main(
1971 IWineD3DBaseShader *iface,
1972 SHADER_BUFFER* buffer,
1973 shader_reg_maps* reg_maps,
1974 CONST DWORD* pFunction);
1976 extern void shader_dump_ins_modifiers(
1977 const DWORD output);
1979 extern void shader_dump_param(
1980 IWineD3DBaseShader *iface,
1982 const DWORD addr_token,
1985 extern void shader_trace_init(
1986 IWineD3DBaseShader *iface,
1987 const DWORD* pFunction);
1989 extern int shader_get_param(
1990 IWineD3DBaseShader* iface,
1991 const DWORD* pToken,
1995 extern int shader_skip_unrecognized(
1996 IWineD3DBaseShader* iface,
1997 const DWORD* pToken);
1999 extern void print_glsl_info_log(
2000 WineD3D_GL_Info *gl_info,
2003 static inline int shader_get_regtype(const DWORD param) {
2004 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2005 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2008 static inline int shader_get_writemask(const DWORD param) {
2009 return param & WINED3DSP_WRITEMASK_ALL;
2012 extern unsigned int shader_get_float_offset(const DWORD reg);
2014 static inline BOOL shader_is_pshader_version(DWORD token) {
2015 return 0xFFFF0000 == (token & 0xFFFF0000);
2018 static inline BOOL shader_is_vshader_version(DWORD token) {
2019 return 0xFFFE0000 == (token & 0xFFFF0000);
2022 static inline BOOL shader_is_comment(DWORD token) {
2023 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2026 /* TODO: vFace (ps_3_0) */
2027 static inline BOOL shader_is_scalar(DWORD param) {
2028 DWORD reg_type = shader_get_regtype(param);
2031 case WINED3DSPR_RASTOUT:
2032 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2039 case WINED3DSPR_DEPTHOUT: /* oDepth */
2040 case WINED3DSPR_CONSTBOOL: /* b# */
2041 case WINED3DSPR_LOOP: /* aL */
2042 case WINED3DSPR_PREDICATE: /* p0 */
2050 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2051 * so upload them above that
2053 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2054 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2056 /*****************************************************************************
2057 * IDirect3DVertexShader implementation structure
2059 typedef struct IWineD3DVertexShaderImpl {
2061 const IWineD3DVertexShaderVtbl *lpVtbl;
2063 /* IWineD3DBaseShader */
2064 IWineD3DBaseShaderClass baseShader;
2066 /* IWineD3DVertexShaderImpl */
2071 /* Vertex shader input and output semantics */
2072 semantic semantics_in [MAX_ATTRIBS];
2073 semantic semantics_out [MAX_REG_OUTPUT];
2075 /* Ordered array of attributes that are swizzled */
2076 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2077 UINT num_swizzled_attribs;
2079 /* run time datas... */
2081 UINT min_rel_offset, max_rel_offset;
2084 UINT recompile_count;
2085 #if 0 /* needs reworking */
2086 /* run time datas */
2087 VSHADERINPUTDATA input;
2088 VSHADEROUTPUTDATA output;
2090 } IWineD3DVertexShaderImpl;
2091 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2092 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2094 /*****************************************************************************
2095 * IDirect3DPixelShader implementation structure
2098 enum vertexprocessing_mode {
2104 typedef struct IWineD3DPixelShaderImpl {
2105 /* IUnknown parts */
2106 const IWineD3DPixelShaderVtbl *lpVtbl;
2108 /* IWineD3DBaseShader */
2109 IWineD3DBaseShaderClass baseShader;
2111 /* IWineD3DPixelShaderImpl */
2114 /* Pixel shader input semantics */
2115 semantic semantics_in [MAX_REG_INPUT];
2116 DWORD input_reg_map[MAX_REG_INPUT];
2117 BOOL input_reg_used[MAX_REG_INPUT];
2122 /* Some information about the shader behavior */
2124 UINT bumpenvmatconst;
2125 UINT luminanceconst;
2127 char srgb_mode_hardcoded;
2128 UINT srgb_low_const;
2129 UINT srgb_cmp_const;
2131 BOOL render_offscreen;
2133 enum vertexprocessing_mode vertexprocessing;
2135 #if 0 /* needs reworking */
2136 PSHADERINPUTDATA input;
2137 PSHADEROUTPUTDATA output;
2139 } IWineD3DPixelShaderImpl;
2141 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2142 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2144 /* sRGB correction constants */
2145 static const float srgb_cmp = 0.0031308;
2146 static const float srgb_mul_low = 12.92;
2147 static const float srgb_pow = 0.41666;
2148 static const float srgb_mul_high = 1.055;
2149 static const float srgb_sub_high = 0.055;
2151 /*****************************************************************************
2152 * IWineD3DPalette implementation structure
2154 struct IWineD3DPaletteImpl {
2155 /* IUnknown parts */
2156 const IWineD3DPaletteVtbl *lpVtbl;
2160 IWineD3DDeviceImpl *wineD3DDevice;
2162 /* IWineD3DPalette */
2164 WORD palVersion; /*| */
2165 WORD palNumEntries; /*| LOGPALETTE */
2166 PALETTEENTRY palents[256]; /*| */
2167 /* This is to store the palette in 'screen format' */
2168 int screen_palents[256];
2172 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2173 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2175 /* DirectDraw utility functions */
2176 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2178 /*****************************************************************************
2179 * Pixel format management
2182 WINED3DFORMAT format;
2183 DWORD alphaMask, redMask, greenMask, blueMask;
2185 short depthSize, stencilSize;
2187 } StaticPixelFormatDesc;
2189 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2190 WineD3D_GL_Info *gl_info,
2191 const GlPixelFormatDesc **glDesc);
2193 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2194 return (device->vs_selected_mode != SHADER_NONE
2195 && device->stateBlock->vertexShader
2196 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2197 && !device->strided_streams.u.s.position_transformed);
2200 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2201 return (device->ps_selected_mode != SHADER_NONE
2202 && device->stateBlock->pixelShader
2203 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2206 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2207 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);