2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_FORMAT(type) GLINFO_LOCATION.glTypeLookup[type].format
217 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222 * to standard C floats and vice versa. They do not depend on the encoding
223 * of the C float, so they are platform independent, but slow. On x86 and
224 * other IEEE 754 compliant platforms the conversion can be accelerated by
225 * bit shifting the exponent and mantissa. There are also some SSE-based
226 * assembly routines out there.
228 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
230 static inline float float_16_to_32(const unsigned short *in) {
231 const unsigned short s = ((*in) & 0x8000);
232 const unsigned short e = ((*in) & 0x7C00) >> 10;
233 const unsigned short m = (*in) & 0x3FF;
234 const float sgn = (s ? -1.0 : 1.0);
237 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
240 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
242 if(m == 0) return sgn / 0.0; /* +INF / -INF */
243 else return 0.0 / 0.0; /* NAN */
263 #define ORM_BACKBUFFER 0
264 #define ORM_PBUFFER 1
268 #define SHADER_GLSL 2
270 #define SHADER_NONE 4
272 #define RTL_DISABLE -1
274 #define RTL_READDRAW 1
275 #define RTL_READTEX 2
276 #define RTL_TEXDRAW 3
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
282 /* NOTE: When adding fields to this structure, make sure to update the default
283 * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
289 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
290 we should use it. However, until it's fully implemented, we'll leave it as a registry
291 setting for developers. */
293 int offscreen_rendering_mode;
294 int rendertargetlock_mode;
295 unsigned short pci_vendor_id;
296 unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298 unsigned int emulated_textureram;
300 int allow_multisampling;
301 } wined3d_settings_t;
303 extern wined3d_settings_t wined3d_settings;
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
385 WINED3DSIH_TEXDP3TEX,
389 WINED3DSIH_TEXM3x2DEPTH,
390 WINED3DSIH_TEXM3x2PAD,
391 WINED3DSIH_TEXM3x2TEX,
393 WINED3DSIH_TEXM3x3DIFF,
394 WINED3DSIH_TEXM3x3PAD,
395 WINED3DSIH_TEXM3x3SPEC,
396 WINED3DSIH_TEXM3x3TEX,
397 WINED3DSIH_TEXM3x3VSPEC,
398 WINED3DSIH_TEXREG2AR,
399 WINED3DSIH_TEXREG2GB,
400 WINED3DSIH_TEXREG2RGB,
401 WINED3DSIH_TABLE_SIZE
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
407 DWORD VertexShaderVersion;
408 DWORD MaxVertexShaderConst;
410 DWORD PixelShaderVersion;
411 float PixelShader1xMaxValue;
413 WINED3DVSHADERCAPS2_0 VS20Caps;
414 WINED3DPSHADERCAPS2_0 PS20Caps;
416 DWORD MaxVShaderInstructionsExecuted;
417 DWORD MaxPShaderInstructionsExecuted;
418 DWORD MaxVertexShader30InstructionSlots;
419 DWORD MaxPixelShader30InstructionSlots;
432 enum vertexprocessing_mode {
438 #define WINED3D_CONST_NUM_UNUSED ~0U
440 struct stb_const_desc {
452 /* Stateblock dependent parameters which have to be hardcoded
453 * into the shader code
455 struct ps_compile_args {
456 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
457 BOOL srgb_correction;
458 enum vertexprocessing_mode vp_mode;
460 /* Projected textures(ps 1.0-1.3) */
461 /* Texture types(2D, Cube, 3D) in ps 1.x */
464 #define MAX_ATTRIBS 16
471 struct vs_compile_args {
473 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
477 const SHADER_HANDLER *shader_instruction_handler_table;
478 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
479 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
480 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
481 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
482 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
483 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
484 void (*shader_destroy)(IWineD3DBaseShader *iface);
485 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
486 void (*shader_free_private)(IWineD3DDevice *iface);
487 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
488 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
489 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
490 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
491 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
494 extern const shader_backend_t glsl_shader_backend;
495 extern const shader_backend_t arb_program_shader_backend;
496 extern const shader_backend_t none_shader_backend;
500 extern void (* CDECL wine_tsx11_lock_ptr)(void);
501 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
503 /* As GLX relies on X, this is needed */
507 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
508 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
510 #define ENTER_GL() wine_tsx11_lock_ptr()
511 #define LEAVE_GL() wine_tsx11_unlock_ptr()
514 /*****************************************************************************
518 /* GL related defines */
519 /* ------------------ */
520 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
521 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
522 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
523 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
525 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
526 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
527 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
528 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
530 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
531 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
532 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
533 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
535 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
536 (vec)[0] = D3DCOLOR_R(dw); \
537 (vec)[1] = D3DCOLOR_G(dw); \
538 (vec)[2] = D3DCOLOR_B(dw); \
539 (vec)[3] = D3DCOLOR_A(dw); \
542 /* DirectX Device Limits */
543 /* --------------------- */
544 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
546 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
547 See MaxStreams in MSDN under GetDeviceCaps */
548 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
550 /* Checking of API calls */
551 /* --------------------- */
552 #ifndef WINE_NO_DEBUG_MSGS
553 #define checkGLcall(A) \
555 GLint err = glGetError(); \
556 if (err == GL_NO_ERROR) { \
557 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
560 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
561 debug_glerror(err), err, A, __FILE__, __LINE__); \
562 err = glGetError(); \
563 } while (err != GL_NO_ERROR); \
566 #define checkGLcall(A) do {} while(0)
569 /* Trace routines / diagnostics */
570 /* ---------------------------- */
572 /* Dump out a matrix and copy it */
573 #define conv_mat(mat,gl_mat) \
575 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
576 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
577 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
578 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
579 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
582 /* Macro to dump out the current state of the light chain */
583 #define DUMP_LIGHT_CHAIN() \
585 PLIGHTINFOEL *el = This->stateBlock->lights;\
587 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
592 /* Trace vector and strided data information */
593 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
594 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
595 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);
597 /* Defines used for optimizations */
599 /* Only reapply what is necessary */
600 #define REAPPLY_ALPHAOP 0x0001
601 #define REAPPLY_ALL 0xFFFF
603 /* Advance declaration of structures to satisfy compiler */
604 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
605 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
606 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
607 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
609 /* Global variables */
610 extern const float identity[16];
612 /*****************************************************************************
613 * Compilable extra diagnostics
616 /* Trace information per-vertex: (extremely high amount of trace) */
617 #if 0 /* NOTE: Must be 0 in cvs */
618 # define VTRACE(A) TRACE A
623 /* TODO: Confirm each of these works when wined3d move completed */
624 #if 0 /* NOTE: Must be 0 in cvs */
625 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
626 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
627 is enabled, and if it doesn't exist it is disabled. */
628 # define FRAME_DEBUGGING
629 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
630 the file is deleted */
631 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
632 # define SINGLE_FRAME_DEBUGGING
634 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
635 It can only be enabled when FRAME_DEBUGGING is also enabled
636 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
638 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
639 # define SHOW_FRAME_MAKEUP 1
641 /* The following, when enabled, lets you see the makeup of the all the textures used during each
642 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
643 The contents of the textures assigned to each stage are written into
644 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
645 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
646 # define SHOW_TEXTURE_MAKEUP 0
649 extern BOOL isDumpingFrames;
650 extern LONG primCounter;
653 /*****************************************************************************
657 /* Routine common to the draw primitive and draw indexed primitive routines */
658 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
659 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
661 void primitiveDeclarationConvertToStridedData(
662 IWineD3DDevice *iface,
663 BOOL useVertexShaderFunction,
664 WineDirect3DVertexStridedData *strided,
667 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
669 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
670 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
671 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
672 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
673 extern glAttribFunc specular_func_3ubv;
674 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
675 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
676 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
680 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
681 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
683 /* Routines and structures related to state management */
684 typedef struct WineD3DContext WineD3DContext;
685 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
687 #define STATE_RENDER(a) (a)
688 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
690 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
691 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
693 /* + 1 because samplers start with 0 */
694 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
695 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
697 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
698 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
700 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
701 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
703 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
704 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
705 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
706 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
708 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
709 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
711 #define STATE_VSHADER (STATE_VDECL + 1)
712 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
714 #define STATE_VIEWPORT (STATE_VSHADER + 1)
715 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
717 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
718 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
719 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
720 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
722 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
723 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
725 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
726 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
728 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
729 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
731 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
733 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
735 #define STATE_HIGHEST (STATE_FRONTFACE)
739 DWORD representative;
740 APPLYSTATEFUNC apply;
743 struct StateEntryTemplate
746 struct StateEntry content;
747 GL_SupportedExt extension;
750 struct fragment_caps {
751 DWORD PrimitiveMiscCaps;
754 DWORD MaxTextureBlendStages;
755 DWORD MaxSimultaneousTextures;
758 struct fragment_pipeline {
759 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
760 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
761 HRESULT (*alloc_private)(IWineD3DDevice *iface);
762 void (*free_private)(IWineD3DDevice *iface);
763 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
764 const struct StateEntryTemplate *states;
765 BOOL ffp_proj_control;
768 extern const struct StateEntryTemplate misc_state_template[];
769 extern const struct StateEntryTemplate ffp_vertexstate_template[];
770 extern const struct fragment_pipeline ffp_fragment_pipeline;
771 extern const struct fragment_pipeline atifs_fragment_pipeline;
772 extern const struct fragment_pipeline arbfp_fragment_pipeline;
773 extern const struct fragment_pipeline nvts_fragment_pipeline;
774 extern const struct fragment_pipeline nvrc_fragment_pipeline;
776 /* "Base" state table */
777 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
778 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
779 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
781 /* Shaders for color conversions in blits */
783 HRESULT (*alloc_private)(IWineD3DDevice *iface);
784 void (*free_private)(IWineD3DDevice *iface);
785 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
786 void (*unset_shader)(IWineD3DDevice *iface);
787 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
790 extern const struct blit_shader ffp_blit;
791 extern const struct blit_shader arbfp_blit;
799 /* The new context manager that should deal with onscreen and offscreen rendering */
800 struct WineD3DContext {
801 /* State dirtification
802 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
803 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
804 * 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
805 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
807 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
808 DWORD numDirtyEntries;
809 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
811 IWineD3DSurface *surface;
812 DWORD tid; /* Thread ID which owns this context at the moment */
814 /* Stores some information about the context state for optimization */
815 WORD draw_buffer_dirty : 1;
816 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
817 WORD last_was_pshader : 1;
818 WORD last_was_vshader : 1;
819 WORD namedArraysLoaded : 1;
820 WORD numberedArraysLoaded : 1;
821 WORD last_was_blit : 1;
822 WORD last_was_ckey : 1;
825 WORD fog_enabled : 1;
826 WORD num_untracked_materials : 2; /* Max value 2 */
828 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
829 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
830 DWORD numbered_array_mask;
831 GLenum tracking_parm; /* Which source is tracking current colour */
832 GLenum untracked_materials[2];
834 enum fogsource fog_source;
836 char *vshader_const_dirty, *pshader_const_dirty;
838 /* The actual opengl context */
846 struct list fbo_list;
847 struct fbo_entry *current_fbo;
851 /* Extension emulation */
853 GLfloat fog_coord_value;
854 GLfloat color[4], fogstart, fogend, fogcolor[4];
857 typedef enum ContextUsage {
858 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
859 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
860 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
861 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
864 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
865 WineD3DContext *getActiveContext(void);
866 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
867 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
868 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
869 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
870 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
871 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
873 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
874 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
876 /* Macros for doing basic GPU detection based on opengl capabilities */
877 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
878 #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])
879 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
880 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
882 /* Default callbacks for implicit object destruction */
883 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
885 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
887 /*****************************************************************************
888 * Internal representation of a light
890 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
891 struct PLIGHTINFOEL {
892 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
899 /* Converted parms to speed up swapping lights */
908 /* The default light parameters */
909 extern const WINED3DLIGHT WINED3D_default_light;
911 typedef struct WineD3D_PixelFormat
913 int iPixelFormat; /* WGL pixel format */
914 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
915 int redSize, greenSize, blueSize, alphaSize;
916 int depthSize, stencilSize;
918 BOOL pbufferDrawable;
922 } WineD3D_PixelFormat;
924 /* The adapter structure */
925 struct WineD3DAdapter
930 WineD3D_GL_Info gl_info;
932 const char *description;
933 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
935 WineD3D_PixelFormat *cfgs;
936 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
937 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
938 unsigned int UsedTextureRam;
941 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
942 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
943 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
945 /*****************************************************************************
946 * High order patch management
948 struct WineD3DRectPatch
952 WineDirect3DVertexStridedData strided;
953 WINED3DRECTPATCH_INFO RectPatchInfo;
955 char has_normals, has_texcoords;
959 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
961 enum projection_types
974 /*****************************************************************************
975 * Fixed function pipeline replacements
977 #define ARG_UNUSED 0xff
978 struct texture_stage_op
990 struct color_fixup_desc color_fixup;
991 unsigned tex_type : 3;
993 unsigned projected : 2;
994 unsigned padding : 10;
997 struct ffp_frag_settings {
998 struct texture_stage_op op[MAX_TEXTURES];
1000 /* Use an int instead of a char to get dword alignment */
1001 unsigned int sRGB_write;
1004 struct ffp_frag_desc
1006 struct ffp_frag_settings settings;
1009 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1010 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1011 const struct ffp_frag_settings *settings);
1012 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1013 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1014 unsigned int ffp_frag_program_key_hash(const void *key);
1016 /*****************************************************************************
1017 * IWineD3D implementation structure
1019 typedef struct IWineD3DImpl
1021 /* IUnknown fields */
1022 const IWineD3DVtbl *lpVtbl;
1023 LONG ref; /* Note: Ref counting not required */
1025 /* WineD3D Information */
1030 struct WineD3DAdapter adapters[1];
1033 extern const IWineD3DVtbl IWineD3D_Vtbl;
1035 BOOL InitAdapters(IWineD3DImpl *This);
1037 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1038 (since it will break quite a few things until contexts are managed properly!) */
1039 extern BOOL pbuffer_support;
1040 /* allocate one pbuffer per surface */
1041 extern BOOL pbuffer_per_surface;
1043 /* A helper function that dumps a resource list */
1044 void dumpResources(struct list *list);
1046 /*****************************************************************************
1047 * IWineD3DDevice implementation structure
1049 #define WINED3D_UNMAPPED_STAGE ~0U
1051 struct IWineD3DDeviceImpl
1053 /* IUnknown fields */
1054 const IWineD3DDeviceVtbl *lpVtbl;
1055 LONG ref; /* Note: Ref counting not required */
1057 /* WineD3D Information */
1059 IWineD3DDeviceParent *device_parent;
1061 struct WineD3DAdapter *adapter;
1063 /* Window styles to restore when switching fullscreen mode */
1067 /* X and GL Information */
1068 GLint maxConcurrentLights;
1069 GLenum offscreenBuffer;
1071 /* Selected capabilities */
1072 int vs_selected_mode;
1073 int ps_selected_mode;
1074 const shader_backend_t *shader_backend;
1076 void *fragment_priv;
1078 struct StateEntry StateTable[STATE_HIGHEST + 1];
1079 /* Array of functions for states which are handled by more than one pipeline part */
1080 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1081 const struct fragment_pipeline *frag_pipe;
1082 const struct blit_shader *blitter;
1084 unsigned int max_ffp_textures, max_ffp_texture_stages;
1086 WORD view_ident : 1; /* true iff view matrix is identity */
1087 WORD untransformed : 1;
1088 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1089 WORD isRecordingState : 1;
1091 WORD render_offscreen : 1;
1092 WORD bCursorVisible : 1;
1093 WORD haveHardwareCursor : 1;
1094 WORD d3d_initialized : 1;
1095 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1096 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1097 WORD useDrawStridedSlow : 1;
1098 WORD instancedDraw : 1;
1101 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1103 #define DDRAW_PITCH_ALIGNMENT 8
1104 #define D3D8_PITCH_ALIGNMENT 4
1105 unsigned char surface_alignment; /* Line Alignment of surfaces */
1107 /* State block related */
1108 IWineD3DStateBlockImpl *stateBlock;
1109 IWineD3DStateBlockImpl *updateStateBlock;
1111 /* Internal use fields */
1112 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1114 WINED3DDEVTYPE devType;
1116 IWineD3DSwapChain **swapchains;
1117 UINT NumberOfSwapChains;
1119 struct list resources; /* a linked list to track resources created by the device */
1120 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1121 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1123 /* Render Target Support */
1124 IWineD3DSurface **render_targets;
1125 IWineD3DSurface *auto_depth_stencil_buffer;
1126 IWineD3DSurface *stencilBufferTarget;
1128 /* Caches to avoid unneeded context changes */
1129 IWineD3DSurface *lastActiveRenderTarget;
1130 IWineD3DSwapChain *lastActiveSwapChain;
1132 /* palettes texture management */
1133 UINT NumberOfPalettes;
1134 PALETTEENTRY **palettes;
1135 UINT currentPalette;
1136 UINT paletteConversionShader;
1138 /* For rendering to a texture using glCopyTexImage */
1139 GLenum *draw_buffers;
1140 GLuint depth_blt_texture;
1141 GLuint depth_blt_rb;
1142 UINT depth_blt_rb_w;
1143 UINT depth_blt_rb_h;
1145 /* Cursor management */
1150 UINT cursorWidth, cursorHeight;
1151 GLuint cursorTexture;
1152 HCURSOR hardwareCursor;
1154 /* The Wine logo surface */
1155 IWineD3DSurface *logo_surface;
1157 /* Textures for when no other textures are mapped */
1158 UINT dummyTextureName[MAX_TEXTURES];
1160 /* Device state management */
1163 /* DirectDraw stuff */
1164 DWORD ddraw_width, ddraw_height;
1165 WINED3DFORMAT ddraw_format;
1167 /* Final position fixup constant */
1170 /* With register combiners we can skip junk texture stages */
1171 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1172 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1174 /* Stream source management */
1175 WineDirect3DVertexStridedData strided_streams;
1176 const WineDirect3DVertexStridedData *up_strided;
1178 /* Context management */
1179 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1180 WineD3DContext *activeContext;
1183 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1184 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1186 /* High level patch management */
1187 #define PATCHMAP_SIZE 43
1188 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1189 struct list patches[PATCHMAP_SIZE];
1190 struct WineD3DRectPatch *currentPatch;
1193 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1195 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1196 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1197 float Z, DWORD Stencil);
1198 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1199 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1200 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1201 DWORD idx = state >> 5;
1202 BYTE shift = state & 0x1f;
1203 return context->isStateDirty[idx] & (1 << shift);
1206 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1207 typedef struct PrivateData
1212 DWORD flags; /* DDSPD_* */
1223 /*****************************************************************************
1224 * IWineD3DResource implementation structure
1226 typedef struct IWineD3DResourceClass
1228 /* IUnknown fields */
1229 LONG ref; /* Note: Ref counting not required */
1231 /* WineD3DResource Information */
1233 WINED3DRESOURCETYPE resourceType;
1234 IWineD3DDeviceImpl *wineD3DDevice;
1238 WINED3DFORMAT format;
1240 BYTE *allocatedMemory; /* Pointer to the real data location */
1241 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1242 struct list privateData;
1243 struct list resource_list_entry;
1245 } IWineD3DResourceClass;
1247 typedef struct IWineD3DResourceImpl
1249 /* IUnknown & WineD3DResource Information */
1250 const IWineD3DResourceVtbl *lpVtbl;
1251 IWineD3DResourceClass resource;
1252 } IWineD3DResourceImpl;
1254 void resource_cleanup(IWineD3DResource *iface);
1255 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1256 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1257 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1258 DWORD resource_get_priority(IWineD3DResource *iface);
1259 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1260 void *data, DWORD *data_size);
1261 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1262 IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1263 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1264 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1265 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1266 const void *data, DWORD data_size, DWORD flags);
1268 /* Tests show that the start address of resources is 32 byte aligned */
1269 #define RESOURCE_ALIGNMENT 32
1271 /*****************************************************************************
1272 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1274 typedef struct IWineD3DIndexBufferImpl
1276 /* IUnknown & WineD3DResource Information */
1277 const IWineD3DIndexBufferVtbl *lpVtbl;
1278 IWineD3DResourceClass resource;
1281 UINT dirtystart, dirtyend;
1284 /* WineD3DVertexBuffer specifics */
1285 } IWineD3DIndexBufferImpl;
1287 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1289 /*****************************************************************************
1290 * IWineD3DBaseTexture D3D- > openGL state map lookups
1292 #define WINED3DFUNC_NOTSUPPORTED -2
1293 #define WINED3DFUNC_UNIMPLEMENTED -1
1295 typedef enum winetexturestates {
1296 WINED3DTEXSTA_ADDRESSU = 0,
1297 WINED3DTEXSTA_ADDRESSV = 1,
1298 WINED3DTEXSTA_ADDRESSW = 2,
1299 WINED3DTEXSTA_BORDERCOLOR = 3,
1300 WINED3DTEXSTA_MAGFILTER = 4,
1301 WINED3DTEXSTA_MINFILTER = 5,
1302 WINED3DTEXSTA_MIPFILTER = 6,
1303 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1304 WINED3DTEXSTA_MAXANISOTROPY = 8,
1305 WINED3DTEXSTA_SRGBTEXTURE = 9,
1306 WINED3DTEXSTA_ELEMENTINDEX = 10,
1307 WINED3DTEXSTA_DMAPOFFSET = 11,
1308 WINED3DTEXSTA_TSSADDRESSW = 12,
1309 MAX_WINETEXTURESTATES = 13,
1310 } winetexturestates;
1314 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1315 SRGB_RGB = 1, /* Loads the rgb texture */
1316 SRGB_SRGB = 2, /* Loads the srgb texture */
1317 SRGB_BOTH = 3, /* Loads both textures */
1320 /*****************************************************************************
1321 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1323 typedef struct IWineD3DBaseTextureClass
1325 DWORD states[MAX_WINETEXTURESTATES];
1326 DWORD srgbstates[MAX_WINETEXTURESTATES];
1328 BOOL dirty, srgbDirty;
1329 UINT textureName, srgbTextureName;
1330 float pow2Matrix[16];
1332 WINED3DTEXTUREFILTERTYPE filterType;
1336 const struct min_lookup *minMipLookup;
1337 const GLenum *magLookup;
1338 struct color_fixup_desc shader_color_fixup;
1339 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1340 } IWineD3DBaseTextureClass;
1342 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1343 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1344 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1345 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1347 typedef struct IWineD3DBaseTextureImpl
1349 /* IUnknown & WineD3DResource Information */
1350 const IWineD3DBaseTextureVtbl *lpVtbl;
1351 IWineD3DResourceClass resource;
1352 IWineD3DBaseTextureClass baseTexture;
1354 } IWineD3DBaseTextureImpl;
1356 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1357 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1358 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1359 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1360 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1361 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1362 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1363 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1364 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1365 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1366 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1367 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1368 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1369 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1370 void basetexture_unload(IWineD3DBaseTexture *iface);
1371 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1372 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1373 This->baseTexture.is_srgb = srgb;
1376 /*****************************************************************************
1377 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1379 typedef struct IWineD3DTextureImpl
1381 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1382 const IWineD3DTextureVtbl *lpVtbl;
1383 IWineD3DResourceClass resource;
1384 IWineD3DBaseTextureClass baseTexture;
1386 /* IWineD3DTexture */
1387 IWineD3DSurface *surfaces[MAX_LEVELS];
1394 } IWineD3DTextureImpl;
1396 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1398 /*****************************************************************************
1399 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1401 typedef struct IWineD3DCubeTextureImpl
1403 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1404 const IWineD3DCubeTextureVtbl *lpVtbl;
1405 IWineD3DResourceClass resource;
1406 IWineD3DBaseTextureClass baseTexture;
1408 /* IWineD3DCubeTexture */
1409 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1410 } IWineD3DCubeTextureImpl;
1412 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1414 typedef struct _WINED3DVOLUMET_DESC
1419 } WINED3DVOLUMET_DESC;
1421 /*****************************************************************************
1422 * IWineD3DVolume implementation structure (extends IUnknown)
1424 typedef struct IWineD3DVolumeImpl
1426 /* IUnknown & WineD3DResource fields */
1427 const IWineD3DVolumeVtbl *lpVtbl;
1428 IWineD3DResourceClass resource;
1430 /* WineD3DVolume Information */
1431 WINED3DVOLUMET_DESC currentDesc;
1432 IWineD3DBase *container;
1437 WINED3DBOX lockedBox;
1438 WINED3DBOX dirtyBox;
1442 } IWineD3DVolumeImpl;
1444 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1446 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1448 /*****************************************************************************
1449 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1451 typedef struct IWineD3DVolumeTextureImpl
1453 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1454 const IWineD3DVolumeTextureVtbl *lpVtbl;
1455 IWineD3DResourceClass resource;
1456 IWineD3DBaseTextureClass baseTexture;
1458 /* IWineD3DVolumeTexture */
1459 IWineD3DVolume *volumes[MAX_LEVELS];
1460 } IWineD3DVolumeTextureImpl;
1462 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1464 typedef struct _WINED3DSURFACET_DESC
1466 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1467 DWORD MultiSampleQuality;
1470 } WINED3DSURFACET_DESC;
1472 /*****************************************************************************
1473 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1475 typedef struct wineD3DSurface_DIB {
1481 } wineD3DSurface_DIB;
1488 } renderbuffer_entry_t;
1493 IWineD3DSurface **render_targets;
1494 IWineD3DSurface *depth_stencil;
1499 /*****************************************************************************
1500 * IWineD3DClipp implementation structure
1502 typedef struct IWineD3DClipperImpl
1504 const IWineD3DClipperVtbl *lpVtbl;
1509 } IWineD3DClipperImpl;
1512 /*****************************************************************************
1513 * IWineD3DSurface implementation structure
1515 struct IWineD3DSurfaceImpl
1517 /* IUnknown & IWineD3DResource Information */
1518 const IWineD3DSurfaceVtbl *lpVtbl;
1519 IWineD3DResourceClass resource;
1521 /* IWineD3DSurface fields */
1522 IWineD3DBase *container;
1523 WINED3DSURFACET_DESC currentDesc;
1524 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1525 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1529 /* TODO: move this off into a management class(maybe!) */
1536 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1537 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1539 /* Oversized texture */
1548 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1550 glDescriptor glDescription;
1553 wineD3DSurface_DIB dib;
1556 /* Color keys for DDraw */
1557 WINEDDCOLORKEY DestBltCKey;
1558 WINEDDCOLORKEY DestOverlayCKey;
1559 WINEDDCOLORKEY SrcOverlayCKey;
1560 WINEDDCOLORKEY SrcBltCKey;
1563 WINEDDCOLORKEY glCKey;
1565 struct list renderbuffers;
1566 renderbuffer_entry_t *current_renderbuffer;
1568 /* DirectDraw clippers */
1569 IWineD3DClipper *clipper;
1571 /* DirectDraw Overlay handling */
1572 RECT overlay_srcrect;
1573 RECT overlay_destrect;
1574 IWineD3DSurfaceImpl *overlay_dest;
1575 struct list overlays;
1576 struct list overlay_entry;
1579 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1580 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1582 /* Predeclare the shared Surface functions */
1583 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1584 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1586 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1587 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1588 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1589 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1590 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1591 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1592 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1597 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1598 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1599 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1600 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1601 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1602 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1603 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1604 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1605 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1606 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1609 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1610 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1611 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1612 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1613 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1614 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1615 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1616 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1617 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1618 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1619 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1620 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1622 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1623 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1624 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1625 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1627 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1629 /* Surface flags: */
1630 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1631 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1632 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1633 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1634 #define SFLAG_DISCARD 0x00000010 /* ??? */
1635 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1636 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1637 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1638 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1639 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1640 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1641 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1642 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1643 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1644 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1645 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1646 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1647 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1648 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1649 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1650 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1651 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1652 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1653 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1655 /* In some conditions the surface memory must not be freed:
1656 * SFLAG_OVERSIZE: Not all data can be kept in GL
1657 * SFLAG_CONVERTED: Converting the data back would take too long
1658 * SFLAG_DIBSECTION: The dib code manages the memory
1659 * SFLAG_LOCKED: The app requires access to the surface data
1660 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1661 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1662 * SFLAG_CLIENT: OpenGL uses our memory as backup
1664 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1666 SFLAG_DIBSECTION | \
1673 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1675 SFLAG_INDRAWABLE | \
1678 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1680 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1682 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1687 CONVERT_PALETTED_CK,
1691 CONVERT_CK_4444_ARGB,
1696 CONVERT_CK_8888_ARGB,
1707 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);
1709 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1711 /*****************************************************************************
1712 * IWineD3DVertexDeclaration implementation structure
1714 #define MAX_ATTRIBS 16
1716 typedef struct IWineD3DVertexDeclarationImpl {
1717 /* IUnknown Information */
1718 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1722 IWineD3DDeviceImpl *wineD3DDevice;
1724 WINED3DVERTEXELEMENT *pDeclarationWine;
1726 UINT declarationWNumElements;
1728 DWORD streams[MAX_STREAMS];
1730 BOOL position_transformed;
1731 BOOL half_float_conv_needed;
1732 } IWineD3DVertexDeclarationImpl;
1734 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1736 /*****************************************************************************
1737 * IWineD3DStateBlock implementation structure
1740 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1741 /* Note: Very long winded but gl Lists are not flexible enough */
1742 /* to resolve everything we need, so doing it manually for now */
1743 typedef struct SAVEDSTATES {
1744 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1745 WORD streamSource; /* MAX_STREAMS, 16 */
1746 WORD streamFreq; /* MAX_STREAMS, 16 */
1747 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1748 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1749 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1750 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1751 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1752 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1753 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1754 BOOL *pixelShaderConstantsF;
1755 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1756 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1757 BOOL *vertexShaderConstantsF;
1758 WORD primitive_type : 1;
1762 WORD vertexDecl : 1;
1763 WORD pixelShader : 1;
1764 WORD vertexShader : 1;
1765 WORD scissorRect : 1;
1774 struct IWineD3DStateBlockImpl
1776 /* IUnknown fields */
1777 const IWineD3DStateBlockVtbl *lpVtbl;
1778 LONG ref; /* Note: Ref counting not required */
1780 /* IWineD3DStateBlock information */
1782 IWineD3DDeviceImpl *wineD3DDevice;
1783 WINED3DSTATEBLOCKTYPE blockType;
1785 /* Array indicating whether things have been set or changed */
1786 SAVEDSTATES changed;
1788 /* Vertex Shader Declaration */
1789 IWineD3DVertexDeclaration *vertexDecl;
1791 IWineD3DVertexShader *vertexShader;
1793 /* Vertex Shader Constants */
1794 BOOL vertexShaderConstantB[MAX_CONST_B];
1795 INT vertexShaderConstantI[MAX_CONST_I * 4];
1796 float *vertexShaderConstantF;
1798 /* primitive type */
1799 GLenum gl_primitive_type;
1803 UINT streamStride[MAX_STREAMS];
1804 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1805 IWineD3DBuffer *streamSource[MAX_STREAMS];
1806 UINT streamFreq[MAX_STREAMS + 1];
1807 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1810 IWineD3DIndexBuffer* pIndexData;
1811 INT baseVertexIndex;
1812 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1815 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1817 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1818 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1819 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1820 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1821 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1824 double clipplane[MAX_CLIPPLANES][4];
1825 WINED3DCLIPSTATUS clip_status;
1828 WINED3DVIEWPORT viewport;
1831 WINED3DMATERIAL material;
1834 IWineD3DPixelShader *pixelShader;
1836 /* Pixel Shader Constants */
1837 BOOL pixelShaderConstantB[MAX_CONST_B];
1838 INT pixelShaderConstantI[MAX_CONST_I * 4];
1839 float *pixelShaderConstantF;
1842 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1845 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1847 /* Texture State Stage */
1848 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1849 DWORD lowest_disabled_stage;
1850 /* Sampler States */
1851 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1853 /* Scissor test rectangle */
1856 /* Contained state management */
1857 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1858 unsigned int num_contained_render_states;
1859 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1860 unsigned int num_contained_transform_states;
1861 DWORD contained_vs_consts_i[MAX_CONST_I];
1862 unsigned int num_contained_vs_consts_i;
1863 DWORD contained_vs_consts_b[MAX_CONST_B];
1864 unsigned int num_contained_vs_consts_b;
1865 DWORD *contained_vs_consts_f;
1866 unsigned int num_contained_vs_consts_f;
1867 DWORD contained_ps_consts_i[MAX_CONST_I];
1868 unsigned int num_contained_ps_consts_i;
1869 DWORD contained_ps_consts_b[MAX_CONST_B];
1870 unsigned int num_contained_ps_consts_b;
1871 DWORD *contained_ps_consts_f;
1872 unsigned int num_contained_ps_consts_f;
1873 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1874 unsigned int num_contained_tss_states;
1875 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1876 unsigned int num_contained_sampler_states;
1879 extern void stateblock_savedstates_set(
1880 IWineD3DStateBlock* iface,
1881 SAVEDSTATES* states,
1884 extern void stateblock_copy(
1885 IWineD3DStateBlock* destination,
1886 IWineD3DStateBlock* source);
1888 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1890 /* Direct3D terminology with little modifications. We do not have an issued state
1891 * because only the driver knows about it, but we have a created state because d3d
1892 * allows GetData on a created issue, but opengl doesn't
1899 /*****************************************************************************
1900 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1902 typedef struct IWineD3DQueryImpl
1904 const IWineD3DQueryVtbl *lpVtbl;
1905 LONG ref; /* Note: Ref counting not required */
1908 /*TODO: replace with iface usage */
1910 IWineD3DDevice *wineD3DDevice;
1912 IWineD3DDeviceImpl *wineD3DDevice;
1915 /* IWineD3DQuery fields */
1916 enum query_state state;
1917 WINED3DQUERYTYPE type;
1918 /* TODO: Think about using a IUnknown instead of a void* */
1922 } IWineD3DQueryImpl;
1924 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1925 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1926 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1928 /* Datastructures for IWineD3DQueryImpl.extendedData */
1929 typedef struct WineQueryOcclusionData {
1931 WineD3DContext *ctx;
1932 } WineQueryOcclusionData;
1934 typedef struct WineQueryEventData {
1936 WineD3DContext *ctx;
1937 } WineQueryEventData;
1939 /* IWineD3DBuffer */
1941 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1942 * fixed function semantics as D3DCOLOR or FLOAT16 */
1943 enum wined3d_buffer_conversion_type
1948 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
1951 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
1952 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
1953 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
1954 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
1956 struct wined3d_buffer
1958 const struct IWineD3DBufferVtbl *vtbl;
1959 IWineD3DResourceClass resource;
1961 struct wined3d_buffer_desc desc;
1963 GLuint buffer_object;
1964 GLenum buffer_object_usage;
1965 UINT buffer_object_size;
1973 /* legacy vertex buffers */
1976 /* conversion stuff */
1977 UINT conversion_count;
1979 UINT stride; /* 0 if no conversion */
1980 UINT conversion_stride; /* 0 if no shifted conversion */
1981 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
1982 /* Extra load offsets, for FLOAT16 conversion */
1983 UINT *conversion_shift; /* NULL if no shifted conversion */
1986 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
1987 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
1989 /* IWineD3DRendertargetView */
1990 struct wined3d_rendertarget_view
1992 const struct IWineD3DRendertargetViewVtbl *vtbl;
1995 IWineD3DResource *resource;
1999 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2001 /*****************************************************************************
2002 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2005 typedef struct IWineD3DSwapChainImpl
2008 const IWineD3DSwapChainVtbl *lpVtbl;
2009 LONG ref; /* Note: Ref counting not required */
2012 IWineD3DDeviceImpl *wineD3DDevice;
2014 /* IWineD3DSwapChain fields */
2015 IWineD3DSurface **backBuffer;
2016 IWineD3DSurface *frontBuffer;
2017 WINED3DPRESENT_PARAMETERS presentParms;
2018 DWORD orig_width, orig_height;
2019 WINED3DFORMAT orig_fmt;
2020 WINED3DGAMMARAMP orig_gamma;
2022 long prev_time, frames; /* Performance tracking */
2023 unsigned int vSyncCounter;
2025 WineD3DContext **context; /* Later a array for multithreading */
2026 unsigned int num_contexts;
2029 } IWineD3DSwapChainImpl;
2031 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2032 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2033 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2035 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2036 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2037 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2038 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2039 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2040 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2041 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2042 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2043 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2044 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2045 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2046 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2048 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2050 /*****************************************************************************
2051 * Utility function prototypes
2054 /* Trace routines */
2055 const char* debug_d3dformat(WINED3DFORMAT fmt);
2056 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2057 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2058 const char* debug_d3dusage(DWORD usage);
2059 const char* debug_d3dusagequery(DWORD usagequery);
2060 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2061 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2062 const char* debug_d3ddeclusage(BYTE usage);
2063 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2064 const char* debug_d3drenderstate(DWORD state);
2065 const char* debug_d3dsamplerstate(DWORD state);
2066 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2067 const char* debug_d3dtexturestate(DWORD state);
2068 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2069 const char* debug_d3dpool(WINED3DPOOL pool);
2070 const char *debug_fbostatus(GLenum status);
2071 const char *debug_glerror(GLenum error);
2072 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2073 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2074 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2075 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2076 const char *debug_surflocation(DWORD flag);
2078 /* Routines for GL <-> D3D values */
2079 GLenum StencilOp(DWORD op);
2080 GLenum CompareFunc(DWORD func);
2081 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2082 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);
2083 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2084 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2085 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2086 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2087 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2088 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2089 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2090 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2091 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2093 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2094 void surface_force_reload(IWineD3DSurface *iface);
2095 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2096 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2097 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2098 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2099 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2100 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2102 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2103 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2106 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2107 UINT wined3d_log2i(UINT32 x);
2109 /* TODO: Make this dynamic, based on shader limits ? */
2110 #define MAX_REG_ADDR 1
2111 #define MAX_REG_TEMP 32
2112 #define MAX_REG_TEXCRD 8
2113 #define MAX_REG_INPUT 12
2114 #define MAX_REG_OUTPUT 12
2115 #define MAX_CONST_I 16
2116 #define MAX_CONST_B 16
2118 /* FIXME: This needs to go up to 2048 for
2119 * Shader model 3 according to msdn (and for software shaders) */
2120 #define MAX_LABELS 16
2122 typedef struct semantic {
2127 typedef struct local_constant {
2133 typedef struct shader_reg_maps {
2134 DWORD shader_version;
2135 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2136 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2137 char address[MAX_REG_ADDR]; /* vertex */
2138 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2139 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2140 char attributes[MAX_ATTRIBS]; /* vertex */
2141 char labels[MAX_LABELS]; /* pixel, vertex */
2142 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2144 /* Sampler usage tokens
2145 * Use 0 as default (bit 31 is always 1 on a valid token) */
2146 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2147 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2148 char usesnrm, vpos, usesdsy;
2151 /* Whether or not loops are used in this shader, and nesting depth */
2152 unsigned loop_depth;
2154 /* Whether or not this shader uses fog */
2159 /* Undocumented opcode controls */
2160 #define INST_CONTROLS_SHIFT 16
2161 #define INST_CONTROLS_MASK 0x00ff0000
2163 typedef enum COMPARISON_TYPE {
2172 typedef struct SHADER_OPCODE {
2173 unsigned int opcode;
2176 CONST UINT num_params;
2177 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2182 typedef struct SHADER_OPCODE_ARG {
2183 IWineD3DBaseShader* shader;
2184 const shader_reg_maps *reg_maps;
2185 CONST SHADER_OPCODE* opcode;
2192 SHADER_BUFFER* buffer;
2193 } SHADER_OPCODE_ARG;
2195 typedef struct SHADER_LIMITS {
2196 unsigned int temporary;
2197 unsigned int texcoord;
2198 unsigned int sampler;
2199 unsigned int constant_int;
2200 unsigned int constant_float;
2201 unsigned int constant_bool;
2202 unsigned int address;
2203 unsigned int packed_output;
2204 unsigned int packed_input;
2205 unsigned int attributes;
2209 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2210 maintain state information between multiple codes */
2211 typedef struct SHADER_PARSE_STATE {
2212 unsigned int current_row;
2213 DWORD texcoord_w[2];
2214 } SHADER_PARSE_STATE;
2217 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2219 #define PRINTF_ATTR(fmt,args)
2222 /* Base Shader utility functions.
2223 * (may move callers into the same file in the future) */
2224 extern int shader_addline(
2225 SHADER_BUFFER* buffer,
2226 const char* fmt, ...) PRINTF_ATTR(2,3);
2227 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2229 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2231 /* Vertex shader utility functions */
2232 extern BOOL vshader_get_input(
2233 IWineD3DVertexShader* iface,
2234 BYTE usage_req, BYTE usage_idx_req,
2235 unsigned int* regnum);
2237 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2239 /* GLSL helper functions */
2240 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2242 /*****************************************************************************
2243 * IDirect3DBaseShader implementation structure
2245 typedef struct IWineD3DBaseShaderClass
2248 SHADER_LIMITS limits;
2249 SHADER_PARSE_STATE parse_state;
2250 CONST SHADER_OPCODE *shader_ins;
2252 UINT functionLength;
2253 UINT cur_loop_depth, cur_loop_regno;
2254 BOOL load_local_constsF;
2255 BOOL uses_bool_consts, uses_int_consts;
2257 /* Type of shader backend */
2260 /* Programs this shader is linked with */
2261 struct list linked_programs;
2263 /* Immediate constants (override global ones) */
2264 struct list constantsB;
2265 struct list constantsF;
2266 struct list constantsI;
2267 shader_reg_maps reg_maps;
2269 UINT recompile_count;
2271 /* Pointer to the parent device */
2272 IWineD3DDevice *device;
2273 struct list shader_list_entry;
2275 } IWineD3DBaseShaderClass;
2277 typedef struct IWineD3DBaseShaderImpl {
2279 const IWineD3DBaseShaderVtbl *lpVtbl;
2281 /* IWineD3DBaseShader */
2282 IWineD3DBaseShaderClass baseShader;
2283 } IWineD3DBaseShaderImpl;
2285 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2286 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2287 void shader_cleanup(IWineD3DBaseShader *iface);
2288 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2289 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2290 void shader_init(struct IWineD3DBaseShaderClass *shader,
2291 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2292 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2294 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2295 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2297 static inline int shader_get_regtype(const DWORD param) {
2298 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2299 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2302 static inline int shader_get_writemask(const DWORD param) {
2303 return param & WINED3DSP_WRITEMASK_ALL;
2306 static inline BOOL shader_is_pshader_version(DWORD token) {
2307 return 0xFFFF0000 == (token & 0xFFFF0000);
2310 static inline BOOL shader_is_vshader_version(DWORD token) {
2311 return 0xFFFE0000 == (token & 0xFFFF0000);
2314 static inline BOOL shader_is_comment(DWORD token) {
2315 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2318 static inline BOOL shader_is_scalar(DWORD param) {
2319 DWORD reg_type = shader_get_regtype(param);
2323 case WINED3DSPR_RASTOUT:
2324 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2331 case WINED3DSPR_DEPTHOUT: /* oDepth */
2332 case WINED3DSPR_CONSTBOOL: /* b# */
2333 case WINED3DSPR_LOOP: /* aL */
2334 case WINED3DSPR_PREDICATE: /* p0 */
2337 case WINED3DSPR_MISCTYPE:
2338 reg_num = param & WINED3DSP_REGNUM_MASK;
2353 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2354 local_constant* lconst;
2356 if(This->baseShader.load_local_constsF) return FALSE;
2357 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2358 if(lconst->idx == reg) return TRUE;
2364 /*****************************************************************************
2365 * IDirect3DVertexShader implementation structures
2368 struct vs_compiled_shader {
2369 struct vs_compile_args args;
2373 typedef struct IWineD3DVertexShaderImpl {
2375 const IWineD3DVertexShaderVtbl *lpVtbl;
2377 /* IWineD3DBaseShader */
2378 IWineD3DBaseShaderClass baseShader;
2380 /* IWineD3DVertexShaderImpl */
2386 struct vs_compiled_shader *gl_shaders;
2387 UINT num_gl_shaders, shader_array_size;
2389 /* Vertex shader input and output semantics */
2390 semantic semantics_in [MAX_ATTRIBS];
2391 semantic semantics_out [MAX_REG_OUTPUT];
2393 UINT min_rel_offset, max_rel_offset;
2396 UINT recompile_count;
2398 const struct vs_compile_args *cur_args;
2399 } IWineD3DVertexShaderImpl;
2400 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2401 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2403 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2404 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2406 /*****************************************************************************
2407 * IDirect3DPixelShader implementation structure
2409 struct ps_compiled_shader {
2410 struct ps_compile_args args;
2414 typedef struct IWineD3DPixelShaderImpl {
2415 /* IUnknown parts */
2416 const IWineD3DPixelShaderVtbl *lpVtbl;
2418 /* IWineD3DBaseShader */
2419 IWineD3DBaseShaderClass baseShader;
2421 /* IWineD3DPixelShaderImpl */
2424 /* Pixel shader input semantics */
2425 semantic semantics_in [MAX_REG_INPUT];
2426 DWORD input_reg_map[MAX_REG_INPUT];
2427 BOOL input_reg_used[MAX_REG_INPUT];
2428 int declared_in_count;
2431 struct ps_compiled_shader *gl_shaders;
2432 UINT num_gl_shaders, shader_array_size;
2434 /* Some information about the shader behavior */
2435 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2436 char numbumpenvmatconsts;
2437 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2440 const struct ps_compile_args *cur_args;
2441 } IWineD3DPixelShaderImpl;
2443 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2444 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2445 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2446 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2448 /* sRGB correction constants */
2449 static const float srgb_cmp = 0.0031308;
2450 static const float srgb_mul_low = 12.92;
2451 static const float srgb_pow = 0.41666;
2452 static const float srgb_mul_high = 1.055;
2453 static const float srgb_sub_high = 0.055;
2455 /*****************************************************************************
2456 * IWineD3DPalette implementation structure
2458 struct IWineD3DPaletteImpl {
2459 /* IUnknown parts */
2460 const IWineD3DPaletteVtbl *lpVtbl;
2464 IWineD3DDeviceImpl *wineD3DDevice;
2466 /* IWineD3DPalette */
2468 WORD palVersion; /*| */
2469 WORD palNumEntries; /*| LOGPALETTE */
2470 PALETTEENTRY palents[256]; /*| */
2471 /* This is to store the palette in 'screen format' */
2472 int screen_palents[256];
2476 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2477 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2479 /* DirectDraw utility functions */
2480 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2482 /*****************************************************************************
2483 * Pixel format management
2486 struct GlPixelFormatDesc
2489 GLint glGammaInternal;
2495 struct color_fixup_desc color_fixup;
2499 WINED3DFORMAT format;
2500 DWORD alphaMask, redMask, greenMask, blueMask;
2502 short depthSize, stencilSize;
2504 } StaticPixelFormatDesc;
2506 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2507 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2509 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2511 return (stateblock->vertexShader
2512 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2513 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2516 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2518 return (stateblock->pixelShader
2519 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2522 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2523 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);