2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 /* Texture format fixups */
54 enum fixup_channel_source
56 CHANNEL_SOURCE_ZERO = 0,
57 CHANNEL_SOURCE_ONE = 1,
62 CHANNEL_SOURCE_YUV0 = 6,
63 CHANNEL_SOURCE_YUV1 = 7,
74 struct color_fixup_desc
76 unsigned x_sign_fixup : 1;
77 unsigned x_source : 3;
78 unsigned y_sign_fixup : 1;
79 unsigned y_source : 3;
80 unsigned z_sign_fixup : 1;
81 unsigned z_source : 3;
82 unsigned w_sign_fixup : 1;
83 unsigned w_source : 3;
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
90 static inline struct color_fixup_desc create_color_fixup_desc(
91 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
94 struct color_fixup_desc fixup =
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
106 struct color_fixup_desc fixup =
108 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
118 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
123 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
128 enum yuv_fixup yuv_fixup = 0;
129 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
165 typedef enum _WINELOOKUP {
166 WINELOOKUP_WARPPARAM = 0,
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
176 GLenum mip[WINED3DTEXF_LINEAR + 1];
179 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
184 extern const struct filter_lookup filter_lookup_nofilter;
185 extern struct filter_lookup filter_lookup;
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189 * to standard C floats and vice versa. They do not depend on the encoding
190 * of the C float, so they are platform independent, but slow. On x86 and
191 * other IEEE 754 compliant platforms the conversion can be accelerated by
192 * bit shifting the exponent and mantissa. There are also some SSE-based
193 * assembly routines out there.
195 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
197 static inline float float_16_to_32(const unsigned short *in) {
198 const unsigned short s = ((*in) & 0x8000);
199 const unsigned short e = ((*in) & 0x7C00) >> 10;
200 const unsigned short m = (*in) & 0x3FF;
201 const float sgn = (s ? -1.0f : 1.0f);
204 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
205 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
207 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
209 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
210 else return 0.0f / 0.0f; /* NAN */
214 static inline float float_24_to_32(DWORD in)
216 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
217 const unsigned short e = (in & 0x780000) >> 19;
218 const unsigned short m = in & 0x7ffff;
222 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
227 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
231 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
232 else return 0.0f / 0.0f; /* NAN */
252 #define ORM_BACKBUFFER 0
253 #define ORM_PBUFFER 1
257 #define SHADER_GLSL 2
259 #define SHADER_NONE 4
261 #define RTL_DISABLE -1
263 #define RTL_READDRAW 1
264 #define RTL_READTEX 2
265 #define RTL_TEXDRAW 3
268 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
269 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
271 /* NOTE: When adding fields to this structure, make sure to update the default
272 * values in wined3d_main.c as well. */
273 typedef struct wined3d_settings_s {
274 /* vertex and pixel shader modes */
278 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
279 we should use it. However, until it's fully implemented, we'll leave it as a registry
280 setting for developers. */
282 int offscreen_rendering_mode;
283 int rendertargetlock_mode;
284 unsigned short pci_vendor_id;
285 unsigned short pci_device_id;
286 /* Memory tracking and object counting */
287 unsigned int emulated_textureram;
289 int allow_multisampling;
290 } wined3d_settings_t;
292 extern wined3d_settings_t wined3d_settings;
294 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
296 WINED3DSTT_UNKNOWN = 0,
300 WINED3DSTT_VOLUME = 4,
301 } WINED3DSAMPLER_TEXTURE_TYPE;
303 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
306 WINED3DSPR_INPUT = 1,
307 WINED3DSPR_CONST = 2,
309 WINED3DSPR_TEXTURE = 3,
310 WINED3DSPR_RASTOUT = 4,
311 WINED3DSPR_ATTROUT = 5,
312 WINED3DSPR_TEXCRDOUT = 6,
313 WINED3DSPR_OUTPUT = 6,
314 WINED3DSPR_CONSTINT = 7,
315 WINED3DSPR_COLOROUT = 8,
316 WINED3DSPR_DEPTHOUT = 9,
317 WINED3DSPR_SAMPLER = 10,
318 WINED3DSPR_CONST2 = 11,
319 WINED3DSPR_CONST3 = 12,
320 WINED3DSPR_CONST4 = 13,
321 WINED3DSPR_CONSTBOOL = 14,
322 WINED3DSPR_LOOP = 15,
323 WINED3DSPR_TEMPFLOAT16 = 16,
324 WINED3DSPR_MISCTYPE = 17,
325 WINED3DSPR_LABEL = 18,
326 WINED3DSPR_PREDICATE = 19,
328 } WINED3DSHADER_PARAM_REGISTER_TYPE;
330 enum wined3d_immconst_type
332 WINED3D_IMMCONST_FLOAT,
333 WINED3D_IMMCONST_FLOAT4,
336 typedef enum _WINED3DVS_RASTOUT_OFFSETS
338 WINED3DSRO_POSITION = 0,
340 WINED3DSRO_POINT_SIZE = 2,
341 } WINED3DVS_RASTOUT_OFFSETS;
343 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
345 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
347 WINED3DSPSM_NONE = 0,
349 WINED3DSPSM_BIAS = 2,
350 WINED3DSPSM_BIASNEG = 3,
351 WINED3DSPSM_SIGN = 4,
352 WINED3DSPSM_SIGNNEG = 5,
353 WINED3DSPSM_COMP = 6,
355 WINED3DSPSM_X2NEG = 8,
358 WINED3DSPSM_ABS = 11,
359 WINED3DSPSM_ABSNEG = 12,
360 WINED3DSPSM_NOT = 13,
361 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
363 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
364 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
365 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
366 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
367 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
369 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
371 WINED3DSPDM_NONE = 0,
372 WINED3DSPDM_SATURATE = 1,
373 WINED3DSPDM_PARTIALPRECISION = 2,
374 WINED3DSPDM_MSAMPCENTROID = 4,
375 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
377 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
399 WINED3DSIO_M4x4 = 20,
400 WINED3DSIO_M4x3 = 21,
401 WINED3DSIO_M3x4 = 22,
402 WINED3DSIO_M3x3 = 23,
403 WINED3DSIO_M3x2 = 24,
404 WINED3DSIO_CALL = 25,
405 WINED3DSIO_CALLNZ = 26,
406 WINED3DSIO_LOOP = 27,
408 WINED3DSIO_ENDLOOP = 29,
409 WINED3DSIO_LABEL = 30,
416 WINED3DSIO_SINCOS = 37,
418 WINED3DSIO_ENDREP = 39,
421 WINED3DSIO_ELSE = 42,
422 WINED3DSIO_ENDIF = 43,
423 WINED3DSIO_BREAK = 44,
424 WINED3DSIO_BREAKC = 45,
425 WINED3DSIO_MOVA = 46,
426 WINED3DSIO_DEFB = 47,
427 WINED3DSIO_DEFI = 48,
429 WINED3DSIO_TEXCOORD = 64,
430 WINED3DSIO_TEXKILL = 65,
432 WINED3DSIO_TEXBEM = 67,
433 WINED3DSIO_TEXBEML = 68,
434 WINED3DSIO_TEXREG2AR = 69,
435 WINED3DSIO_TEXREG2GB = 70,
436 WINED3DSIO_TEXM3x2PAD = 71,
437 WINED3DSIO_TEXM3x2TEX = 72,
438 WINED3DSIO_TEXM3x3PAD = 73,
439 WINED3DSIO_TEXM3x3TEX = 74,
440 WINED3DSIO_TEXM3x3DIFF = 75,
441 WINED3DSIO_TEXM3x3SPEC = 76,
442 WINED3DSIO_TEXM3x3VSPEC = 77,
443 WINED3DSIO_EXPP = 78,
444 WINED3DSIO_LOGP = 79,
447 WINED3DSIO_TEXREG2RGB = 82,
448 WINED3DSIO_TEXDP3TEX = 83,
449 WINED3DSIO_TEXM3x2DEPTH = 84,
450 WINED3DSIO_TEXDP3 = 85,
451 WINED3DSIO_TEXM3x3 = 86,
452 WINED3DSIO_TEXDEPTH = 87,
455 WINED3DSIO_DP2ADD = 90,
458 WINED3DSIO_TEXLDD = 93,
459 WINED3DSIO_SETP = 94,
460 WINED3DSIO_TEXLDL = 95,
461 WINED3DSIO_BREAKP = 96,
463 WINED3DSIO_PHASE = 0xfffd,
464 WINED3DSIO_COMMENT = 0xfffe,
465 WINED3DSIO_END = 0Xffff,
466 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
468 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
469 #define WINED3DSI_TEXLD_PROJECT 1
470 #define WINED3DSI_TEXLD_BIAS 2
472 typedef enum COMPARISON_TYPE
482 #define WINED3D_SM1_VS 0xfffe
483 #define WINED3D_SM1_PS 0xffff
484 #define WINED3D_SM4_PS 0x0000
485 #define WINED3D_SM4_VS 0x0001
486 #define WINED3D_SM4_GS 0x0002
488 /* Shader version tokens, and shader end tokens */
489 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
490 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
492 /* Shader backends */
494 /* TODO: Make this dynamic, based on shader limits ? */
495 #define MAX_ATTRIBS 16
496 #define MAX_REG_ADDR 1
497 #define MAX_REG_TEMP 32
498 #define MAX_REG_TEXCRD 8
499 #define MAX_REG_INPUT 12
500 #define MAX_REG_OUTPUT 12
501 #define MAX_CONST_I 16
502 #define MAX_CONST_B 16
504 /* FIXME: This needs to go up to 2048 for
505 * Shader model 3 according to msdn (and for software shaders) */
506 #define MAX_LABELS 16
508 #define SHADER_PGMSIZE 65535
510 struct wined3d_shader_buffer
518 enum WINED3D_SHADER_INSTRUCTION_HANDLER
587 WINED3DSIH_TEXDP3TEX,
591 WINED3DSIH_TEXM3x2DEPTH,
592 WINED3DSIH_TEXM3x2PAD,
593 WINED3DSIH_TEXM3x2TEX,
595 WINED3DSIH_TEXM3x3DIFF,
596 WINED3DSIH_TEXM3x3PAD,
597 WINED3DSIH_TEXM3x3SPEC,
598 WINED3DSIH_TEXM3x3TEX,
599 WINED3DSIH_TEXM3x3VSPEC,
600 WINED3DSIH_TEXREG2AR,
601 WINED3DSIH_TEXREG2GB,
602 WINED3DSIH_TEXREG2RGB,
603 WINED3DSIH_TABLE_SIZE
606 enum wined3d_shader_type
608 WINED3D_SHADER_TYPE_PIXEL,
609 WINED3D_SHADER_TYPE_VERTEX,
610 WINED3D_SHADER_TYPE_GEOMETRY,
613 struct wined3d_shader_version
615 enum wined3d_shader_type type;
620 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
622 typedef struct shader_reg_maps
624 struct wined3d_shader_version shader_version;
625 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
626 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
627 char address[MAX_REG_ADDR]; /* vertex */
628 char labels[MAX_LABELS]; /* pixel, vertex */
629 DWORD *constf; /* pixel, vertex */
630 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
631 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
632 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
633 WORD integer_constants; /* MAX_CONST_I, 16 */
634 WORD boolean_constants; /* MAX_CONST_B, 16 */
635 WORD local_int_consts; /* MAX_CONST_I, 16 */
636 WORD local_bool_consts; /* MAX_CONST_B, 16 */
638 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
639 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
641 unsigned usesnrm : 1;
643 unsigned usesdsx : 1;
644 unsigned usesdsy : 1;
645 unsigned usestexldd : 1;
646 unsigned usesmova : 1;
647 unsigned usesfacing : 1;
648 unsigned usesrelconstF : 1;
650 unsigned usestexldl : 1;
651 unsigned usesifc : 1;
652 unsigned usescall : 1;
653 unsigned padding : 4;
655 /* Whether or not loops are used in this shader, and nesting depth */
657 unsigned highest_render_target;
661 struct wined3d_shader_context
663 IWineD3DBaseShader *shader;
664 const struct shader_reg_maps *reg_maps;
665 struct wined3d_shader_buffer *buffer;
669 struct wined3d_shader_register
671 WINED3DSHADER_PARAM_REGISTER_TYPE type;
673 const struct wined3d_shader_src_param *rel_addr;
674 enum wined3d_immconst_type immconst_type;
675 DWORD immconst_data[4];
678 struct wined3d_shader_dst_param
680 struct wined3d_shader_register reg;
686 struct wined3d_shader_src_param
688 struct wined3d_shader_register reg;
693 struct wined3d_shader_instruction
695 const struct wined3d_shader_context *ctx;
696 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
701 const struct wined3d_shader_dst_param *dst;
703 const struct wined3d_shader_src_param *src;
706 struct wined3d_shader_semantic
708 WINED3DDECLUSAGE usage;
710 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
711 struct wined3d_shader_dst_param reg;
714 struct wined3d_shader_attribute
716 WINED3DDECLUSAGE usage;
720 struct wined3d_shader_frontend
722 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
723 void (*shader_free)(void *data);
724 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
725 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
726 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
727 struct wined3d_shader_src_param *src_rel_addr);
728 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
729 struct wined3d_shader_src_param *dst_rel_addr);
730 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
731 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
732 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
735 extern const struct wined3d_shader_frontend sm1_shader_frontend;
736 extern const struct wined3d_shader_frontend sm4_shader_frontend;
738 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
741 DWORD VertexShaderVersion;
742 DWORD MaxVertexShaderConst;
744 DWORD PixelShaderVersion;
745 float PixelShader1xMaxValue;
746 DWORD MaxPixelShaderConst;
748 WINED3DVSHADERCAPS2_0 VS20Caps;
749 WINED3DPSHADERCAPS2_0 PS20Caps;
751 DWORD MaxVShaderInstructionsExecuted;
752 DWORD MaxPShaderInstructionsExecuted;
753 DWORD MaxVertexShader30InstructionSlots;
754 DWORD MaxPixelShader30InstructionSlots;
769 enum vertexprocessing_mode {
775 #define WINED3D_CONST_NUM_UNUSED ~0U
784 /* Stateblock dependent parameters which have to be hardcoded
785 * into the shader code
787 struct ps_compile_args {
788 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
789 enum vertexprocessing_mode vp_mode;
791 /* Projected textures(ps 1.0-1.3) */
792 /* Texture types(2D, Cube, 3D) in ps 1.x */
793 BOOL srgb_correction;
795 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
796 D3D9 has a limit of 16 samplers and the fixup is superfluous
797 in D3D10 (unconditional NP2 support mandatory). */
805 struct vs_compile_args {
807 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
811 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
812 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
813 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
814 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
815 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
816 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
817 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
818 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
819 void (*shader_destroy)(IWineD3DBaseShader *iface);
820 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
821 void (*shader_free_private)(IWineD3DDevice *iface);
822 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
823 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
824 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
825 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
828 extern const shader_backend_t glsl_shader_backend;
829 extern const shader_backend_t arb_program_shader_backend;
830 extern const shader_backend_t none_shader_backend;
834 extern void (* CDECL wine_tsx11_lock_ptr)(void);
835 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
837 /* As GLX relies on X, this is needed */
841 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
842 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
844 #define ENTER_GL() wine_tsx11_lock_ptr()
845 #define LEAVE_GL() wine_tsx11_unlock_ptr()
848 /*****************************************************************************
852 /* GL related defines */
853 /* ------------------ */
854 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
855 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
856 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
857 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
859 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
860 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
861 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
862 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
864 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
865 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
866 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
867 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
869 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
870 (vec)[0] = D3DCOLOR_R(dw); \
871 (vec)[1] = D3DCOLOR_G(dw); \
872 (vec)[2] = D3DCOLOR_B(dw); \
873 (vec)[3] = D3DCOLOR_A(dw); \
876 /* DirectX Device Limits */
877 /* --------------------- */
878 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
879 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
880 See MaxStreams in MSDN under GetDeviceCaps */
881 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
883 /* Checking of API calls */
884 /* --------------------- */
885 #ifndef WINE_NO_DEBUG_MSGS
886 #define checkGLcall(A) \
888 GLint err = glGetError(); \
889 if (err == GL_NO_ERROR) { \
890 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
893 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
894 debug_glerror(err), err, A, __FILE__, __LINE__); \
895 err = glGetError(); \
896 } while (err != GL_NO_ERROR); \
899 #define checkGLcall(A) do {} while(0)
902 /* Trace routines / diagnostics */
903 /* ---------------------------- */
905 /* Dump out a matrix and copy it */
906 #define conv_mat(mat,gl_mat) \
908 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
909 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
910 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
911 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
912 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
915 /* Macro to dump out the current state of the light chain */
916 #define DUMP_LIGHT_CHAIN() \
918 PLIGHTINFOEL *el = This->stateBlock->lights;\
920 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
925 /* Trace vector and strided data information */
926 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
927 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
928 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
929 si->elements[name].buffer_object, si->elements[name].stream_idx);
931 /* Defines used for optimizations */
933 /* Only reapply what is necessary */
934 #define REAPPLY_ALPHAOP 0x0001
935 #define REAPPLY_ALL 0xFFFF
937 /* Advance declaration of structures to satisfy compiler */
938 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
939 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
940 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
941 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
943 /* Global variables */
944 extern const float identity[16];
946 /*****************************************************************************
947 * Compilable extra diagnostics
950 /* Trace information per-vertex: (extremely high amount of trace) */
951 #if 0 /* NOTE: Must be 0 in cvs */
952 # define VTRACE(A) TRACE A
957 /* TODO: Confirm each of these works when wined3d move completed */
958 #if 0 /* NOTE: Must be 0 in cvs */
959 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
960 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
961 is enabled, and if it doesn't exist it is disabled. */
962 # define FRAME_DEBUGGING
963 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
964 the file is deleted */
965 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
966 # define SINGLE_FRAME_DEBUGGING
968 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
969 It can only be enabled when FRAME_DEBUGGING is also enabled
970 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
972 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
973 # define SHOW_FRAME_MAKEUP 1
975 /* The following, when enabled, lets you see the makeup of the all the textures used during each
976 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
977 The contents of the textures assigned to each stage are written into
978 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
979 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
980 # define SHOW_TEXTURE_MAKEUP 0
983 extern BOOL isDumpingFrames;
984 extern LONG primCounter;
989 WINED3D_FFP_POSITION = 0,
990 WINED3D_FFP_BLENDWEIGHT = 1,
991 WINED3D_FFP_BLENDINDICES = 2,
992 WINED3D_FFP_NORMAL = 3,
993 WINED3D_FFP_PSIZE = 4,
994 WINED3D_FFP_DIFFUSE = 5,
995 WINED3D_FFP_SPECULAR = 6,
996 WINED3D_FFP_TEXCOORD0 = 7,
997 WINED3D_FFP_TEXCOORD1 = 8,
998 WINED3D_FFP_TEXCOORD2 = 9,
999 WINED3D_FFP_TEXCOORD3 = 10,
1000 WINED3D_FFP_TEXCOORD4 = 11,
1001 WINED3D_FFP_TEXCOORD5 = 12,
1002 WINED3D_FFP_TEXCOORD6 = 13,
1003 WINED3D_FFP_TEXCOORD7 = 14,
1006 enum wined3d_ffp_emit_idx
1008 WINED3D_FFP_EMIT_FLOAT1 = 0,
1009 WINED3D_FFP_EMIT_FLOAT2 = 1,
1010 WINED3D_FFP_EMIT_FLOAT3 = 2,
1011 WINED3D_FFP_EMIT_FLOAT4 = 3,
1012 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1013 WINED3D_FFP_EMIT_UBYTE4 = 5,
1014 WINED3D_FFP_EMIT_SHORT2 = 6,
1015 WINED3D_FFP_EMIT_SHORT4 = 7,
1016 WINED3D_FFP_EMIT_UBYTE4N = 8,
1017 WINED3D_FFP_EMIT_SHORT2N = 9,
1018 WINED3D_FFP_EMIT_SHORT4N = 10,
1019 WINED3D_FFP_EMIT_USHORT2N = 11,
1020 WINED3D_FFP_EMIT_USHORT4N = 12,
1021 WINED3D_FFP_EMIT_UDEC3 = 13,
1022 WINED3D_FFP_EMIT_DEC3N = 14,
1023 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1024 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1025 WINED3D_FFP_EMIT_COUNT = 17
1028 struct wined3d_stream_info_element
1030 const struct GlPixelFormatDesc *format_desc;
1034 GLuint buffer_object;
1037 struct wined3d_stream_info
1039 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1040 BOOL position_transformed;
1041 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1042 WORD use_map; /* MAX_ATTRIBS, 16 */
1045 /*****************************************************************************
1049 /* Routine common to the draw primitive and draw indexed primitive routines */
1050 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1051 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1052 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1054 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1055 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1056 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1057 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1058 extern glAttribFunc specular_func_3ubv;
1059 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1060 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1061 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1065 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1066 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1068 /* Routines and structures related to state management */
1069 typedef struct WineD3DContext WineD3DContext;
1070 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1072 #define STATE_RENDER(a) (a)
1073 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1075 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1076 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1078 /* + 1 because samplers start with 0 */
1079 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1080 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1082 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1083 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1085 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1086 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1088 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1089 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1090 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1091 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1093 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1094 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1096 #define STATE_VSHADER (STATE_VDECL + 1)
1097 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1099 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1100 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1102 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1103 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1104 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1105 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1107 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1108 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1110 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1111 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1113 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1114 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1116 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1118 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1120 #define STATE_HIGHEST (STATE_FRONTFACE)
1124 DWORD representative;
1125 APPLYSTATEFUNC apply;
1128 struct StateEntryTemplate
1131 struct StateEntry content;
1132 GL_SupportedExt extension;
1135 struct fragment_caps {
1136 DWORD PrimitiveMiscCaps;
1138 DWORD TextureOpCaps;
1139 DWORD MaxTextureBlendStages;
1140 DWORD MaxSimultaneousTextures;
1143 struct fragment_pipeline {
1144 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1145 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1146 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1147 void (*free_private)(IWineD3DDevice *iface);
1148 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1149 const struct StateEntryTemplate *states;
1150 BOOL ffp_proj_control;
1153 extern const struct StateEntryTemplate misc_state_template[];
1154 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1155 extern const struct fragment_pipeline ffp_fragment_pipeline;
1156 extern const struct fragment_pipeline atifs_fragment_pipeline;
1157 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1158 extern const struct fragment_pipeline nvts_fragment_pipeline;
1159 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1161 /* "Base" state table */
1162 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1163 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1164 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1166 /* Shaders for color conversions in blits */
1167 struct blit_shader {
1168 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1169 void (*free_private)(IWineD3DDevice *iface);
1170 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1171 GLenum textype, UINT width, UINT height);
1172 void (*unset_shader)(IWineD3DDevice *iface);
1173 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1176 extern const struct blit_shader ffp_blit;
1177 extern const struct blit_shader arbfp_blit;
1185 #define WINED3D_MAX_FBO_ENTRIES 64
1187 /* The new context manager that should deal with onscreen and offscreen rendering */
1188 struct WineD3DContext {
1189 /* State dirtification
1190 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1191 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1192 * 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
1193 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1195 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1196 DWORD numDirtyEntries;
1197 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1199 IWineD3DSurface *surface;
1200 DWORD tid; /* Thread ID which owns this context at the moment */
1202 /* Stores some information about the context state for optimization */
1203 WORD draw_buffer_dirty : 1;
1204 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1205 WORD last_was_pshader : 1;
1206 WORD last_was_vshader : 1;
1207 WORD namedArraysLoaded : 1;
1208 WORD numberedArraysLoaded : 1;
1209 WORD last_was_blit : 1;
1210 WORD last_was_ckey : 1;
1213 WORD fog_enabled : 1;
1214 WORD num_untracked_materials : 2; /* Max value 2 */
1216 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1217 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1218 DWORD numbered_array_mask;
1219 GLenum tracking_parm; /* Which source is tracking current colour */
1220 GLenum untracked_materials[2];
1221 UINT blit_w, blit_h;
1222 enum fogsource fog_source;
1224 char *vshader_const_dirty, *pshader_const_dirty;
1226 /* The actual opengl context */
1230 HPBUFFERARB pbuffer;
1234 UINT fbo_entry_count;
1235 struct list fbo_list;
1236 struct fbo_entry *current_fbo;
1240 /* Extension emulation */
1241 GLint gl_fog_source;
1242 GLfloat fog_coord_value;
1243 GLfloat color[4], fogstart, fogend, fogcolor[4];
1244 GLuint dummy_arbfp_prog;
1247 typedef enum ContextUsage {
1248 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1249 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1250 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1251 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1254 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1255 WineD3DContext *getActiveContext(void);
1256 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1257 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1258 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1259 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1260 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1261 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1262 void context_set_last_device(IWineD3DDeviceImpl *device);
1264 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1265 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1267 /* Macros for doing basic GPU detection based on opengl capabilities */
1268 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1269 #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])
1270 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1271 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1273 /* Default callbacks for implicit object destruction */
1274 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1276 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1278 /*****************************************************************************
1279 * Internal representation of a light
1281 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1282 struct PLIGHTINFOEL {
1283 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1284 DWORD OriginalIndex;
1287 BOOL enabledChanged;
1290 /* Converted parms to speed up swapping lights */
1299 /* The default light parameters */
1300 extern const WINED3DLIGHT WINED3D_default_light;
1302 typedef struct WineD3D_PixelFormat
1304 int iPixelFormat; /* WGL pixel format */
1305 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1306 int redSize, greenSize, blueSize, alphaSize;
1307 int depthSize, stencilSize;
1308 BOOL windowDrawable;
1309 BOOL pbufferDrawable;
1313 } WineD3D_PixelFormat;
1315 /* The adapter structure */
1316 struct WineD3DAdapter
1321 WineD3D_GL_Info gl_info;
1323 const char *description;
1324 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1326 WineD3D_PixelFormat *cfgs;
1327 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1328 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1329 unsigned int UsedTextureRam;
1332 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1333 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1334 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1335 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1337 /*****************************************************************************
1338 * High order patch management
1340 struct WineD3DRectPatch
1344 WineDirect3DVertexStridedData strided;
1345 WINED3DRECTPATCH_INFO RectPatchInfo;
1347 char has_normals, has_texcoords;
1351 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1353 enum projection_types
1366 /*****************************************************************************
1367 * Fixed function pipeline replacements
1369 #define ARG_UNUSED 0xff
1370 struct texture_stage_op
1382 struct color_fixup_desc color_fixup;
1383 unsigned tex_type : 3;
1385 unsigned projected : 2;
1386 unsigned padding : 10;
1389 struct ffp_frag_settings {
1390 struct texture_stage_op op[MAX_TEXTURES];
1392 /* Use shorts instead of chars to get dword alignment */
1393 unsigned short sRGB_write;
1394 unsigned short emul_clipplanes;
1397 struct ffp_frag_desc
1399 struct wine_rb_entry entry;
1400 struct ffp_frag_settings settings;
1403 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1405 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1406 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1407 const struct ffp_frag_settings *settings);
1408 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1410 /*****************************************************************************
1411 * IWineD3D implementation structure
1413 typedef struct IWineD3DImpl
1415 /* IUnknown fields */
1416 const IWineD3DVtbl *lpVtbl;
1417 LONG ref; /* Note: Ref counting not required */
1419 /* WineD3D Information */
1424 struct WineD3DAdapter adapters[1];
1427 extern const IWineD3DVtbl IWineD3D_Vtbl;
1429 BOOL InitAdapters(IWineD3DImpl *This);
1431 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1432 (since it will break quite a few things until contexts are managed properly!) */
1433 extern BOOL pbuffer_support;
1434 /* allocate one pbuffer per surface */
1435 extern BOOL pbuffer_per_surface;
1437 /* A helper function that dumps a resource list */
1438 void dumpResources(struct list *list);
1440 /*****************************************************************************
1441 * IWineD3DDevice implementation structure
1443 #define WINED3D_UNMAPPED_STAGE ~0U
1445 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1446 #define WINED3DCREATE_MULTITHREADED 0x00000004
1448 struct IWineD3DDeviceImpl
1450 /* IUnknown fields */
1451 const IWineD3DDeviceVtbl *lpVtbl;
1452 LONG ref; /* Note: Ref counting not required */
1454 /* WineD3D Information */
1456 IWineD3DDeviceParent *device_parent;
1458 struct WineD3DAdapter *adapter;
1460 /* Window styles to restore when switching fullscreen mode */
1464 /* X and GL Information */
1465 GLint maxConcurrentLights;
1466 GLenum offscreenBuffer;
1468 /* Selected capabilities */
1469 int vs_selected_mode;
1470 int ps_selected_mode;
1471 const shader_backend_t *shader_backend;
1473 void *fragment_priv;
1475 struct StateEntry StateTable[STATE_HIGHEST + 1];
1476 /* Array of functions for states which are handled by more than one pipeline part */
1477 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1478 const struct fragment_pipeline *frag_pipe;
1479 const struct blit_shader *blitter;
1481 unsigned int max_ffp_textures, max_ffp_texture_stages;
1482 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1485 WORD view_ident : 1; /* true iff view matrix is identity */
1486 WORD untransformed : 1;
1487 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1488 WORD isRecordingState : 1;
1490 WORD render_offscreen : 1;
1491 WORD bCursorVisible : 1;
1492 WORD haveHardwareCursor : 1;
1493 WORD d3d_initialized : 1;
1494 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1495 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1496 WORD useDrawStridedSlow : 1;
1497 WORD instancedDraw : 1;
1500 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1502 #define DDRAW_PITCH_ALIGNMENT 8
1503 #define D3D8_PITCH_ALIGNMENT 4
1504 unsigned char surface_alignment; /* Line Alignment of surfaces */
1506 /* State block related */
1507 IWineD3DStateBlockImpl *stateBlock;
1508 IWineD3DStateBlockImpl *updateStateBlock;
1510 /* Internal use fields */
1511 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1513 WINED3DDEVTYPE devType;
1515 IWineD3DSwapChain **swapchains;
1516 UINT NumberOfSwapChains;
1518 struct list resources; /* a linked list to track resources created by the device */
1519 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1520 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1522 /* Render Target Support */
1523 IWineD3DSurface **render_targets;
1524 IWineD3DSurface *auto_depth_stencil_buffer;
1525 IWineD3DSurface *stencilBufferTarget;
1527 /* Caches to avoid unneeded context changes */
1528 IWineD3DSurface *lastActiveRenderTarget;
1529 IWineD3DSwapChain *lastActiveSwapChain;
1531 /* palettes texture management */
1532 UINT NumberOfPalettes;
1533 PALETTEENTRY **palettes;
1534 UINT currentPalette;
1535 UINT paletteConversionShader;
1537 /* For rendering to a texture using glCopyTexImage */
1538 GLenum *draw_buffers;
1539 GLuint depth_blt_texture;
1540 GLuint depth_blt_rb;
1541 UINT depth_blt_rb_w;
1542 UINT depth_blt_rb_h;
1544 /* Cursor management */
1549 UINT cursorWidth, cursorHeight;
1550 GLuint cursorTexture;
1551 HCURSOR hardwareCursor;
1553 /* The Wine logo surface */
1554 IWineD3DSurface *logo_surface;
1556 /* Textures for when no other textures are mapped */
1557 UINT dummyTextureName[MAX_TEXTURES];
1559 /* Device state management */
1562 /* DirectDraw stuff */
1563 DWORD ddraw_width, ddraw_height;
1564 WINED3DFORMAT ddraw_format;
1566 /* Final position fixup constant */
1569 /* With register combiners we can skip junk texture stages */
1570 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1571 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1573 /* Stream source management */
1574 struct wined3d_stream_info strided_streams;
1575 const WineDirect3DVertexStridedData *up_strided;
1577 /* Context management */
1578 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1579 WineD3DContext *activeContext;
1582 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1583 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1585 /* High level patch management */
1586 #define PATCHMAP_SIZE 43
1587 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1588 struct list patches[PATCHMAP_SIZE];
1589 struct WineD3DRectPatch *currentPatch;
1592 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1594 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1595 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1596 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1597 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1598 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1599 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1600 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1601 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1602 float Z, DWORD Stencil);
1603 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1604 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1605 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1606 DWORD idx = state >> 5;
1607 BYTE shift = state & 0x1f;
1608 return context->isStateDirty[idx] & (1 << shift);
1611 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1612 typedef struct PrivateData
1617 DWORD flags; /* DDSPD_* */
1628 /*****************************************************************************
1629 * IWineD3DResource implementation structure
1631 typedef struct IWineD3DResourceClass
1633 /* IUnknown fields */
1634 LONG ref; /* Note: Ref counting not required */
1636 /* WineD3DResource Information */
1638 WINED3DRESOURCETYPE resourceType;
1639 IWineD3DDeviceImpl *wineD3DDevice;
1643 const struct GlPixelFormatDesc *format_desc;
1645 BYTE *allocatedMemory; /* Pointer to the real data location */
1646 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1647 struct list privateData;
1648 struct list resource_list_entry;
1650 } IWineD3DResourceClass;
1652 typedef struct IWineD3DResourceImpl
1654 /* IUnknown & WineD3DResource Information */
1655 const IWineD3DResourceVtbl *lpVtbl;
1656 IWineD3DResourceClass resource;
1657 } IWineD3DResourceImpl;
1659 void resource_cleanup(IWineD3DResource *iface);
1660 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1661 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1662 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1663 DWORD resource_get_priority(IWineD3DResource *iface);
1664 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1665 void *data, DWORD *data_size);
1666 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1667 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1668 WINED3DPOOL pool, IUnknown *parent);
1669 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1670 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1671 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1672 const void *data, DWORD data_size, DWORD flags);
1674 /* Tests show that the start address of resources is 32 byte aligned */
1675 #define RESOURCE_ALIGNMENT 32
1677 /*****************************************************************************
1678 * IWineD3DBaseTexture D3D- > openGL state map lookups
1681 typedef enum winetexturestates {
1682 WINED3DTEXSTA_ADDRESSU = 0,
1683 WINED3DTEXSTA_ADDRESSV = 1,
1684 WINED3DTEXSTA_ADDRESSW = 2,
1685 WINED3DTEXSTA_BORDERCOLOR = 3,
1686 WINED3DTEXSTA_MAGFILTER = 4,
1687 WINED3DTEXSTA_MINFILTER = 5,
1688 WINED3DTEXSTA_MIPFILTER = 6,
1689 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1690 WINED3DTEXSTA_MAXANISOTROPY = 8,
1691 WINED3DTEXSTA_SRGBTEXTURE = 9,
1692 WINED3DTEXSTA_ELEMENTINDEX = 10,
1693 WINED3DTEXSTA_DMAPOFFSET = 11,
1694 WINED3DTEXSTA_TSSADDRESSW = 12,
1695 MAX_WINETEXTURESTATES = 13,
1696 } winetexturestates;
1700 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1701 SRGB_RGB = 1, /* Loads the rgb texture */
1702 SRGB_SRGB = 2, /* Loads the srgb texture */
1703 SRGB_BOTH = 3, /* Loads both textures */
1706 /*****************************************************************************
1707 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1709 typedef struct IWineD3DBaseTextureClass
1711 DWORD states[MAX_WINETEXTURESTATES];
1712 DWORD srgbstates[MAX_WINETEXTURESTATES];
1714 BOOL dirty, srgbDirty;
1715 UINT textureName, srgbTextureName;
1716 float pow2Matrix[16];
1718 WINED3DTEXTUREFILTERTYPE filterType;
1722 BOOL pow2Matrix_identity;
1723 const struct min_lookup *minMipLookup;
1724 const GLenum *magLookup;
1725 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1726 } IWineD3DBaseTextureClass;
1728 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1730 typedef struct IWineD3DBaseTextureImpl
1732 /* IUnknown & WineD3DResource Information */
1733 const IWineD3DBaseTextureVtbl *lpVtbl;
1734 IWineD3DResourceClass resource;
1735 IWineD3DBaseTextureClass baseTexture;
1737 } IWineD3DBaseTextureImpl;
1739 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1740 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1741 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1742 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1743 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1744 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1745 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1746 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1747 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1748 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1749 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1750 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1751 WINED3DPOOL pool, IUnknown *parent);
1752 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1753 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1754 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1755 void basetexture_unload(IWineD3DBaseTexture *iface);
1756 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1757 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1758 This->baseTexture.is_srgb = srgb;
1761 /*****************************************************************************
1762 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1764 typedef struct IWineD3DTextureImpl
1766 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1767 const IWineD3DTextureVtbl *lpVtbl;
1768 IWineD3DResourceClass resource;
1769 IWineD3DBaseTextureClass baseTexture;
1771 /* IWineD3DTexture */
1772 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1776 } IWineD3DTextureImpl;
1778 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1780 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1781 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1783 /*****************************************************************************
1784 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1786 typedef struct IWineD3DCubeTextureImpl
1788 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1789 const IWineD3DCubeTextureVtbl *lpVtbl;
1790 IWineD3DResourceClass resource;
1791 IWineD3DBaseTextureClass baseTexture;
1793 /* IWineD3DCubeTexture */
1794 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1795 } IWineD3DCubeTextureImpl;
1797 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1799 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1800 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1802 typedef struct _WINED3DVOLUMET_DESC
1807 } WINED3DVOLUMET_DESC;
1809 /*****************************************************************************
1810 * IWineD3DVolume implementation structure (extends IUnknown)
1812 typedef struct IWineD3DVolumeImpl
1814 /* IUnknown & WineD3DResource fields */
1815 const IWineD3DVolumeVtbl *lpVtbl;
1816 IWineD3DResourceClass resource;
1818 /* WineD3DVolume Information */
1819 WINED3DVOLUMET_DESC currentDesc;
1820 IWineD3DBase *container;
1823 WINED3DBOX lockedBox;
1824 WINED3DBOX dirtyBox;
1826 } IWineD3DVolumeImpl;
1828 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1830 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1832 /*****************************************************************************
1833 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1835 typedef struct IWineD3DVolumeTextureImpl
1837 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1838 const IWineD3DVolumeTextureVtbl *lpVtbl;
1839 IWineD3DResourceClass resource;
1840 IWineD3DBaseTextureClass baseTexture;
1842 /* IWineD3DVolumeTexture */
1843 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1844 } IWineD3DVolumeTextureImpl;
1846 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1848 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1849 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1851 typedef struct _WINED3DSURFACET_DESC
1853 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1854 DWORD MultiSampleQuality;
1857 } WINED3DSURFACET_DESC;
1859 /*****************************************************************************
1860 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1862 typedef struct wineD3DSurface_DIB {
1868 } wineD3DSurface_DIB;
1875 } renderbuffer_entry_t;
1880 IWineD3DSurface **render_targets;
1881 IWineD3DSurface *depth_stencil;
1886 /*****************************************************************************
1887 * IWineD3DClipp implementation structure
1889 typedef struct IWineD3DClipperImpl
1891 const IWineD3DClipperVtbl *lpVtbl;
1896 } IWineD3DClipperImpl;
1899 /*****************************************************************************
1900 * IWineD3DSurface implementation structure
1902 struct IWineD3DSurfaceImpl
1904 /* IUnknown & IWineD3DResource Information */
1905 const IWineD3DSurfaceVtbl *lpVtbl;
1906 IWineD3DResourceClass resource;
1908 /* IWineD3DSurface fields */
1909 IWineD3DBase *container;
1910 WINED3DSURFACET_DESC currentDesc;
1911 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1912 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1914 /* TODO: move this off into a management class(maybe!) */
1920 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1921 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1923 /* Oversized texture */
1928 GLuint texture_name;
1929 GLuint texture_name_srgb;
1930 GLint texture_level;
1931 GLenum texture_target;
1936 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1939 wineD3DSurface_DIB dib;
1942 /* Color keys for DDraw */
1943 WINEDDCOLORKEY DestBltCKey;
1944 WINEDDCOLORKEY DestOverlayCKey;
1945 WINEDDCOLORKEY SrcOverlayCKey;
1946 WINEDDCOLORKEY SrcBltCKey;
1949 WINEDDCOLORKEY glCKey;
1951 struct list renderbuffers;
1952 renderbuffer_entry_t *current_renderbuffer;
1954 /* DirectDraw clippers */
1955 IWineD3DClipper *clipper;
1957 /* DirectDraw Overlay handling */
1958 RECT overlay_srcrect;
1959 RECT overlay_destrect;
1960 IWineD3DSurfaceImpl *overlay_dest;
1961 struct list overlays;
1962 struct list overlay_entry;
1965 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1966 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1968 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1969 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1970 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1971 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1972 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1973 WINED3DPOOL pool, IUnknown *parent);
1975 /* Predeclare the shared Surface functions */
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1977 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1983 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1984 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1985 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1996 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2002 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2006 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2007 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2008 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2010 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2012 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2013 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2015 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2016 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2017 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2018 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2020 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2022 /* Surface flags: */
2023 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2024 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2025 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2026 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2027 #define SFLAG_DISCARD 0x00000010 /* ??? */
2028 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2029 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2030 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2031 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2032 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2033 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2034 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2035 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2036 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2037 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2038 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2039 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2040 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2041 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2042 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2043 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2044 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2045 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2046 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2047 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2049 /* In some conditions the surface memory must not be freed:
2050 * SFLAG_OVERSIZE: Not all data can be kept in GL
2051 * SFLAG_CONVERTED: Converting the data back would take too long
2052 * SFLAG_DIBSECTION: The dib code manages the memory
2053 * SFLAG_LOCKED: The app requires access to the surface data
2054 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2055 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2056 * SFLAG_CLIENT: OpenGL uses our memory as backup
2058 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2060 SFLAG_DIBSECTION | \
2067 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2069 SFLAG_INDRAWABLE | \
2072 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2074 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2076 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2081 CONVERT_PALETTED_CK,
2085 CONVERT_CK_4444_ARGB,
2090 CONVERT_CK_8888_ARGB,
2106 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);
2108 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2110 /*****************************************************************************
2111 * IWineD3DVertexDeclaration implementation structure
2113 #define MAX_ATTRIBS 16
2115 struct wined3d_vertex_declaration_element
2117 const struct GlPixelFormatDesc *format_desc;
2127 typedef struct IWineD3DVertexDeclarationImpl {
2128 /* IUnknown Information */
2129 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2133 IWineD3DDeviceImpl *wineD3DDevice;
2135 struct wined3d_vertex_declaration_element *elements;
2138 DWORD streams[MAX_STREAMS];
2140 BOOL position_transformed;
2141 BOOL half_float_conv_needed;
2142 } IWineD3DVertexDeclarationImpl;
2144 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2146 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2147 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2149 /*****************************************************************************
2150 * IWineD3DStateBlock implementation structure
2153 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2154 /* Note: Very long winded but gl Lists are not flexible enough */
2155 /* to resolve everything we need, so doing it manually for now */
2156 typedef struct SAVEDSTATES {
2157 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2158 WORD streamSource; /* MAX_STREAMS, 16 */
2159 WORD streamFreq; /* MAX_STREAMS, 16 */
2160 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2161 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2162 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2163 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2164 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2165 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2166 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2167 BOOL *pixelShaderConstantsF;
2168 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2169 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2170 BOOL *vertexShaderConstantsF;
2171 WORD primitive_type : 1;
2175 WORD vertexDecl : 1;
2176 WORD pixelShader : 1;
2177 WORD vertexShader : 1;
2178 WORD scissorRect : 1;
2187 struct IWineD3DStateBlockImpl
2189 /* IUnknown fields */
2190 const IWineD3DStateBlockVtbl *lpVtbl;
2191 LONG ref; /* Note: Ref counting not required */
2193 /* IWineD3DStateBlock information */
2195 IWineD3DDeviceImpl *wineD3DDevice;
2196 WINED3DSTATEBLOCKTYPE blockType;
2198 /* Array indicating whether things have been set or changed */
2199 SAVEDSTATES changed;
2201 /* Vertex Shader Declaration */
2202 IWineD3DVertexDeclaration *vertexDecl;
2204 IWineD3DVertexShader *vertexShader;
2206 /* Vertex Shader Constants */
2207 BOOL vertexShaderConstantB[MAX_CONST_B];
2208 INT vertexShaderConstantI[MAX_CONST_I * 4];
2209 float *vertexShaderConstantF;
2211 /* primitive type */
2212 GLenum gl_primitive_type;
2216 UINT streamStride[MAX_STREAMS];
2217 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2218 IWineD3DBuffer *streamSource[MAX_STREAMS];
2219 UINT streamFreq[MAX_STREAMS + 1];
2220 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2223 IWineD3DBuffer* pIndexData;
2224 WINED3DFORMAT IndexFmt;
2225 INT baseVertexIndex;
2226 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2229 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2231 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2232 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2233 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2234 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2235 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2238 double clipplane[MAX_CLIPPLANES][4];
2239 WINED3DCLIPSTATUS clip_status;
2242 WINED3DVIEWPORT viewport;
2245 WINED3DMATERIAL material;
2248 IWineD3DPixelShader *pixelShader;
2250 /* Pixel Shader Constants */
2251 BOOL pixelShaderConstantB[MAX_CONST_B];
2252 INT pixelShaderConstantI[MAX_CONST_I * 4];
2253 float *pixelShaderConstantF;
2256 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2259 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2261 /* Texture State Stage */
2262 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2263 DWORD lowest_disabled_stage;
2264 /* Sampler States */
2265 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2267 /* Scissor test rectangle */
2270 /* Contained state management */
2271 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2272 unsigned int num_contained_render_states;
2273 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2274 unsigned int num_contained_transform_states;
2275 DWORD contained_vs_consts_i[MAX_CONST_I];
2276 unsigned int num_contained_vs_consts_i;
2277 DWORD contained_vs_consts_b[MAX_CONST_B];
2278 unsigned int num_contained_vs_consts_b;
2279 DWORD *contained_vs_consts_f;
2280 unsigned int num_contained_vs_consts_f;
2281 DWORD contained_ps_consts_i[MAX_CONST_I];
2282 unsigned int num_contained_ps_consts_i;
2283 DWORD contained_ps_consts_b[MAX_CONST_B];
2284 unsigned int num_contained_ps_consts_b;
2285 DWORD *contained_ps_consts_f;
2286 unsigned int num_contained_ps_consts_f;
2287 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2288 unsigned int num_contained_tss_states;
2289 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2290 unsigned int num_contained_sampler_states;
2293 extern void stateblock_savedstates_set(
2294 IWineD3DStateBlock* iface,
2295 SAVEDSTATES* states,
2298 extern void stateblock_copy(
2299 IWineD3DStateBlock* destination,
2300 IWineD3DStateBlock* source);
2302 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2304 /* Direct3D terminology with little modifications. We do not have an issued state
2305 * because only the driver knows about it, but we have a created state because d3d
2306 * allows GetData on a created issue, but opengl doesn't
2313 /*****************************************************************************
2314 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2316 typedef struct IWineD3DQueryImpl
2318 const IWineD3DQueryVtbl *lpVtbl;
2319 LONG ref; /* Note: Ref counting not required */
2322 /*TODO: replace with iface usage */
2324 IWineD3DDevice *wineD3DDevice;
2326 IWineD3DDeviceImpl *wineD3DDevice;
2329 /* IWineD3DQuery fields */
2330 enum query_state state;
2331 WINED3DQUERYTYPE type;
2332 /* TODO: Think about using a IUnknown instead of a void* */
2336 } IWineD3DQueryImpl;
2338 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2339 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2340 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2342 /* Datastructures for IWineD3DQueryImpl.extendedData */
2343 typedef struct WineQueryOcclusionData {
2345 WineD3DContext *ctx;
2346 } WineQueryOcclusionData;
2348 typedef struct WineQueryEventData {
2350 WineD3DContext *ctx;
2351 } WineQueryEventData;
2353 /* IWineD3DBuffer */
2355 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2356 * fixed function semantics as D3DCOLOR or FLOAT16 */
2357 enum wined3d_buffer_conversion_type
2362 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2365 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2366 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2367 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2368 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2369 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2371 struct wined3d_buffer
2373 const struct IWineD3DBufferVtbl *vtbl;
2374 IWineD3DResourceClass resource;
2376 struct wined3d_buffer_desc desc;
2378 GLuint buffer_object;
2379 GLenum buffer_object_usage;
2380 GLenum buffer_type_hint;
2381 UINT buffer_object_size;
2389 /* conversion stuff */
2390 UINT conversion_count;
2392 UINT stride; /* 0 if no conversion */
2393 UINT conversion_stride; /* 0 if no shifted conversion */
2394 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2395 /* Extra load offsets, for FLOAT16 conversion */
2396 UINT *conversion_shift; /* NULL if no shifted conversion */
2399 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2400 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2401 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2403 /* IWineD3DRendertargetView */
2404 struct wined3d_rendertarget_view
2406 const struct IWineD3DRendertargetViewVtbl *vtbl;
2409 IWineD3DResource *resource;
2413 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2415 /*****************************************************************************
2416 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2419 typedef struct IWineD3DSwapChainImpl
2422 const IWineD3DSwapChainVtbl *lpVtbl;
2423 LONG ref; /* Note: Ref counting not required */
2426 IWineD3DDeviceImpl *wineD3DDevice;
2428 /* IWineD3DSwapChain fields */
2429 IWineD3DSurface **backBuffer;
2430 IWineD3DSurface *frontBuffer;
2431 WINED3DPRESENT_PARAMETERS presentParms;
2432 DWORD orig_width, orig_height;
2433 WINED3DFORMAT orig_fmt;
2434 WINED3DGAMMARAMP orig_gamma;
2436 long prev_time, frames; /* Performance tracking */
2437 unsigned int vSyncCounter;
2439 WineD3DContext **context; /* Later a array for multithreading */
2440 unsigned int num_contexts;
2443 } IWineD3DSwapChainImpl;
2445 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2446 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2447 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2449 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2450 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2451 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2452 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2454 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2455 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2456 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2457 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2458 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2459 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2460 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2462 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2464 /*****************************************************************************
2465 * Utility function prototypes
2468 /* Trace routines */
2469 const char* debug_d3dformat(WINED3DFORMAT fmt);
2470 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2471 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2472 const char* debug_d3dusage(DWORD usage);
2473 const char* debug_d3dusagequery(DWORD usagequery);
2474 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2475 const char* debug_d3ddeclusage(BYTE usage);
2476 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2477 const char* debug_d3drenderstate(DWORD state);
2478 const char* debug_d3dsamplerstate(DWORD state);
2479 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2480 const char* debug_d3dtexturestate(DWORD state);
2481 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2482 const char* debug_d3dpool(WINED3DPOOL pool);
2483 const char *debug_fbostatus(GLenum status);
2484 const char *debug_glerror(GLenum error);
2485 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2486 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2487 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2488 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2489 const char *debug_surflocation(DWORD flag);
2491 /* Routines for GL <-> D3D values */
2492 GLenum StencilOp(DWORD op);
2493 GLenum CompareFunc(DWORD func);
2494 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2495 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2496 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2497 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2498 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2499 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2500 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2501 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2502 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2503 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2504 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2506 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2507 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2508 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2509 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2510 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2511 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2512 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2514 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2515 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2516 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2519 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2520 UINT wined3d_log2i(UINT32 x);
2521 unsigned int count_bits(unsigned int mask);
2523 typedef struct local_constant {
2529 typedef struct SHADER_LIMITS {
2530 unsigned int temporary;
2531 unsigned int texcoord;
2532 unsigned int sampler;
2533 unsigned int constant_int;
2534 unsigned int constant_float;
2535 unsigned int constant_bool;
2536 unsigned int address;
2537 unsigned int packed_output;
2538 unsigned int packed_input;
2539 unsigned int attributes;
2543 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2544 maintain state information between multiple codes */
2545 typedef struct SHADER_PARSE_STATE {
2546 unsigned int current_row;
2547 DWORD texcoord_w[2];
2548 } SHADER_PARSE_STATE;
2551 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2553 #define PRINTF_ATTR(fmt,args)
2556 /* Base Shader utility functions. */
2557 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2558 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2560 /* Vertex shader utility functions */
2561 extern BOOL vshader_get_input(
2562 IWineD3DVertexShader* iface,
2563 BYTE usage_req, BYTE usage_idx_req,
2564 unsigned int* regnum);
2566 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2568 /*****************************************************************************
2569 * IDirect3DBaseShader implementation structure
2571 typedef struct IWineD3DBaseShaderClass
2574 SHADER_LIMITS limits;
2575 SHADER_PARSE_STATE parse_state;
2577 UINT functionLength;
2578 UINT cur_loop_depth, cur_loop_regno;
2579 BOOL load_local_constsF;
2580 const struct wined3d_shader_frontend *frontend;
2581 void *frontend_data;
2583 /* Programs this shader is linked with */
2584 struct list linked_programs;
2586 /* Immediate constants (override global ones) */
2587 struct list constantsB;
2588 struct list constantsF;
2589 struct list constantsI;
2590 shader_reg_maps reg_maps;
2592 /* Pointer to the parent device */
2593 IWineD3DDevice *device;
2594 struct list shader_list_entry;
2596 } IWineD3DBaseShaderClass;
2598 typedef struct IWineD3DBaseShaderImpl {
2600 const IWineD3DBaseShaderVtbl *lpVtbl;
2602 /* IWineD3DBaseShader */
2603 IWineD3DBaseShaderClass baseShader;
2604 } IWineD3DBaseShaderImpl;
2606 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2607 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2608 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2609 void shader_cleanup(IWineD3DBaseShader *iface);
2610 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2611 const struct wined3d_shader_version *shader_version);
2612 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2613 const struct wined3d_shader_version *shader_version);
2614 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2615 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2616 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2617 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2618 struct wined3d_shader_signature_element *input_signature,
2619 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2620 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2621 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2622 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2623 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2625 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2627 return type == WINED3D_SHADER_TYPE_PIXEL;
2630 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2632 return type == WINED3D_SHADER_TYPE_VERTEX;
2635 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2639 case WINED3DSPR_RASTOUT:
2641 if (reg->idx != 0) return TRUE;
2645 case WINED3DSPR_DEPTHOUT: /* oDepth */
2646 case WINED3DSPR_CONSTBOOL: /* b# */
2647 case WINED3DSPR_LOOP: /* aL */
2648 case WINED3DSPR_PREDICATE: /* p0 */
2651 case WINED3DSPR_MISCTYPE:
2662 case WINED3DSPR_IMMCONST:
2663 switch(reg->immconst_type)
2665 case WINED3D_IMMCONST_FLOAT:
2676 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2677 local_constant* lconst;
2679 if(This->baseShader.load_local_constsF) return FALSE;
2680 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2681 if(lconst->idx == reg) return TRUE;
2687 /*****************************************************************************
2688 * IDirect3DVertexShader implementation structures
2690 typedef struct IWineD3DVertexShaderImpl {
2692 const IWineD3DVertexShaderVtbl *lpVtbl;
2694 /* IWineD3DBaseShader */
2695 IWineD3DBaseShaderClass baseShader;
2697 /* IWineD3DVertexShaderImpl */
2705 /* Vertex shader input and output semantics */
2706 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2707 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2709 UINT min_rel_offset, max_rel_offset;
2712 UINT recompile_count;
2713 } IWineD3DVertexShaderImpl;
2714 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2716 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2718 /*****************************************************************************
2719 * IDirect3DPixelShader implementation structure
2722 /* Using additional shader constants (uniforms in GLSL / program environment
2723 * or local parameters in ARB) is costly:
2724 * ARB only knows float4 parameters and GLSL compiler are not really smart
2725 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2726 * (in fact most compilers map a float2 to a full float4 uniform).
2728 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2729 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2730 * into a single shader constant (uniform / program parameter).
2732 * This structure is shared between the GLSL and the ARB backend.*/
2733 struct ps_np2fixup_info {
2734 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2735 WORD active; /* bitfield indicating if we can apply the fixup */
2739 typedef struct IWineD3DPixelShaderImpl {
2740 /* IUnknown parts */
2741 const IWineD3DPixelShaderVtbl *lpVtbl;
2743 /* IWineD3DBaseShader */
2744 IWineD3DBaseShaderClass baseShader;
2746 /* IWineD3DPixelShaderImpl */
2749 /* Pixel shader input semantics */
2750 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2751 DWORD input_reg_map[MAX_REG_INPUT];
2752 BOOL input_reg_used[MAX_REG_INPUT];
2753 unsigned int declared_in_count;
2758 /* Some information about the shader behavior */
2764 } IWineD3DPixelShaderImpl;
2766 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2767 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2768 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2770 /* sRGB correction constants */
2771 static const float srgb_cmp = 0.0031308f;
2772 static const float srgb_mul_low = 12.92f;
2773 static const float srgb_pow = 0.41666f;
2774 static const float srgb_mul_high = 1.055f;
2775 static const float srgb_sub_high = 0.055f;
2777 /*****************************************************************************
2778 * IWineD3DPalette implementation structure
2780 struct IWineD3DPaletteImpl {
2781 /* IUnknown parts */
2782 const IWineD3DPaletteVtbl *lpVtbl;
2786 IWineD3DDeviceImpl *wineD3DDevice;
2788 /* IWineD3DPalette */
2790 WORD palVersion; /*| */
2791 WORD palNumEntries; /*| LOGPALETTE */
2792 PALETTEENTRY palents[256]; /*| */
2793 /* This is to store the palette in 'screen format' */
2794 int screen_palents[256];
2798 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2799 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2801 /* DirectDraw utility functions */
2802 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2804 /*****************************************************************************
2805 * Pixel format management
2808 /* WineD3D pixel format flags */
2809 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2810 #define WINED3DFMT_FLAG_FILTERING 0x2
2811 #define WINED3DFMT_FLAG_DEPTH 0x4
2812 #define WINED3DFMT_FLAG_STENCIL 0x8
2813 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2814 #define WINED3DFMT_FLAG_FOURCC 0x20
2815 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2816 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2818 struct GlPixelFormatDesc
2820 WINED3DFORMAT format;
2831 UINT block_byte_count;
2833 enum wined3d_ffp_emit_idx emit_idx;
2834 GLint component_count;
2836 GLint gl_vtx_format;
2837 GLboolean gl_normalized;
2838 unsigned int component_size;
2841 GLint glGammaInternal;
2847 struct color_fixup_desc color_fixup;
2850 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2852 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2854 return (stateblock->vertexShader
2855 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2856 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2859 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2861 return (stateblock->pixelShader
2862 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2865 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2866 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2868 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2869 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"