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 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
943 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
944 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
946 /*****************************************************************************
947 * High order patch management
949 struct WineD3DRectPatch
953 WineDirect3DVertexStridedData strided;
954 WINED3DRECTPATCH_INFO RectPatchInfo;
956 char has_normals, has_texcoords;
960 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
962 enum projection_types
975 /*****************************************************************************
976 * Fixed function pipeline replacements
978 #define ARG_UNUSED 0xff
979 struct texture_stage_op
991 struct color_fixup_desc color_fixup;
992 unsigned tex_type : 3;
994 unsigned projected : 2;
995 unsigned padding : 10;
998 struct ffp_frag_settings {
999 struct texture_stage_op op[MAX_TEXTURES];
1001 /* Use an int instead of a char to get dword alignment */
1002 unsigned int sRGB_write;
1005 struct ffp_frag_desc
1007 struct ffp_frag_settings settings;
1010 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1011 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1012 const struct ffp_frag_settings *settings);
1013 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1014 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1015 unsigned int ffp_frag_program_key_hash(const void *key);
1017 /*****************************************************************************
1018 * IWineD3D implementation structure
1020 typedef struct IWineD3DImpl
1022 /* IUnknown fields */
1023 const IWineD3DVtbl *lpVtbl;
1024 LONG ref; /* Note: Ref counting not required */
1026 /* WineD3D Information */
1031 struct WineD3DAdapter adapters[1];
1034 extern const IWineD3DVtbl IWineD3D_Vtbl;
1036 BOOL InitAdapters(IWineD3DImpl *This);
1038 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1039 (since it will break quite a few things until contexts are managed properly!) */
1040 extern BOOL pbuffer_support;
1041 /* allocate one pbuffer per surface */
1042 extern BOOL pbuffer_per_surface;
1044 /* A helper function that dumps a resource list */
1045 void dumpResources(struct list *list);
1047 /*****************************************************************************
1048 * IWineD3DDevice implementation structure
1050 #define WINED3D_UNMAPPED_STAGE ~0U
1052 struct IWineD3DDeviceImpl
1054 /* IUnknown fields */
1055 const IWineD3DDeviceVtbl *lpVtbl;
1056 LONG ref; /* Note: Ref counting not required */
1058 /* WineD3D Information */
1060 IWineD3DDeviceParent *device_parent;
1062 struct WineD3DAdapter *adapter;
1064 /* Window styles to restore when switching fullscreen mode */
1068 /* X and GL Information */
1069 GLint maxConcurrentLights;
1070 GLenum offscreenBuffer;
1072 /* Selected capabilities */
1073 int vs_selected_mode;
1074 int ps_selected_mode;
1075 const shader_backend_t *shader_backend;
1077 void *fragment_priv;
1079 struct StateEntry StateTable[STATE_HIGHEST + 1];
1080 /* Array of functions for states which are handled by more than one pipeline part */
1081 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1082 const struct fragment_pipeline *frag_pipe;
1083 const struct blit_shader *blitter;
1085 unsigned int max_ffp_textures, max_ffp_texture_stages;
1087 WORD view_ident : 1; /* true iff view matrix is identity */
1088 WORD untransformed : 1;
1089 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1090 WORD isRecordingState : 1;
1092 WORD render_offscreen : 1;
1093 WORD bCursorVisible : 1;
1094 WORD haveHardwareCursor : 1;
1095 WORD d3d_initialized : 1;
1096 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1097 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1098 WORD useDrawStridedSlow : 1;
1099 WORD instancedDraw : 1;
1102 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1104 #define DDRAW_PITCH_ALIGNMENT 8
1105 #define D3D8_PITCH_ALIGNMENT 4
1106 unsigned char surface_alignment; /* Line Alignment of surfaces */
1108 /* State block related */
1109 IWineD3DStateBlockImpl *stateBlock;
1110 IWineD3DStateBlockImpl *updateStateBlock;
1112 /* Internal use fields */
1113 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1115 WINED3DDEVTYPE devType;
1117 IWineD3DSwapChain **swapchains;
1118 UINT NumberOfSwapChains;
1120 struct list resources; /* a linked list to track resources created by the device */
1121 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1122 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1124 /* Render Target Support */
1125 IWineD3DSurface **render_targets;
1126 IWineD3DSurface *auto_depth_stencil_buffer;
1127 IWineD3DSurface *stencilBufferTarget;
1129 /* Caches to avoid unneeded context changes */
1130 IWineD3DSurface *lastActiveRenderTarget;
1131 IWineD3DSwapChain *lastActiveSwapChain;
1133 /* palettes texture management */
1134 UINT NumberOfPalettes;
1135 PALETTEENTRY **palettes;
1136 UINT currentPalette;
1137 UINT paletteConversionShader;
1139 /* For rendering to a texture using glCopyTexImage */
1140 GLenum *draw_buffers;
1141 GLuint depth_blt_texture;
1142 GLuint depth_blt_rb;
1143 UINT depth_blt_rb_w;
1144 UINT depth_blt_rb_h;
1146 /* Cursor management */
1151 UINT cursorWidth, cursorHeight;
1152 GLuint cursorTexture;
1153 HCURSOR hardwareCursor;
1155 /* The Wine logo surface */
1156 IWineD3DSurface *logo_surface;
1158 /* Textures for when no other textures are mapped */
1159 UINT dummyTextureName[MAX_TEXTURES];
1161 /* Device state management */
1164 /* DirectDraw stuff */
1165 DWORD ddraw_width, ddraw_height;
1166 WINED3DFORMAT ddraw_format;
1168 /* Final position fixup constant */
1171 /* With register combiners we can skip junk texture stages */
1172 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1173 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1175 /* Stream source management */
1176 WineDirect3DVertexStridedData strided_streams;
1177 const WineDirect3DVertexStridedData *up_strided;
1179 /* Context management */
1180 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1181 WineD3DContext *activeContext;
1184 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1185 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1187 /* High level patch management */
1188 #define PATCHMAP_SIZE 43
1189 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1190 struct list patches[PATCHMAP_SIZE];
1191 struct WineD3DRectPatch *currentPatch;
1194 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1196 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1197 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1198 float Z, DWORD Stencil);
1199 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1200 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1201 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1202 DWORD idx = state >> 5;
1203 BYTE shift = state & 0x1f;
1204 return context->isStateDirty[idx] & (1 << shift);
1207 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1208 typedef struct PrivateData
1213 DWORD flags; /* DDSPD_* */
1224 /*****************************************************************************
1225 * IWineD3DResource implementation structure
1227 typedef struct IWineD3DResourceClass
1229 /* IUnknown fields */
1230 LONG ref; /* Note: Ref counting not required */
1232 /* WineD3DResource Information */
1234 WINED3DRESOURCETYPE resourceType;
1235 IWineD3DDeviceImpl *wineD3DDevice;
1239 const struct GlPixelFormatDesc *format_desc;
1241 BYTE *allocatedMemory; /* Pointer to the real data location */
1242 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1243 struct list privateData;
1244 struct list resource_list_entry;
1246 } IWineD3DResourceClass;
1248 typedef struct IWineD3DResourceImpl
1250 /* IUnknown & WineD3DResource Information */
1251 const IWineD3DResourceVtbl *lpVtbl;
1252 IWineD3DResourceClass resource;
1253 } IWineD3DResourceImpl;
1255 void resource_cleanup(IWineD3DResource *iface);
1256 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1257 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1258 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1259 DWORD resource_get_priority(IWineD3DResource *iface);
1260 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1261 void *data, DWORD *data_size);
1262 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1263 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1264 WINED3DPOOL pool, IUnknown *parent);
1265 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1266 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1267 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1268 const void *data, DWORD data_size, DWORD flags);
1270 /* Tests show that the start address of resources is 32 byte aligned */
1271 #define RESOURCE_ALIGNMENT 32
1273 /*****************************************************************************
1274 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1276 typedef struct IWineD3DIndexBufferImpl
1278 /* IUnknown & WineD3DResource Information */
1279 const IWineD3DIndexBufferVtbl *lpVtbl;
1280 IWineD3DResourceClass resource;
1283 UINT dirtystart, dirtyend;
1286 /* WineD3DVertexBuffer specifics */
1287 } IWineD3DIndexBufferImpl;
1289 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1291 /*****************************************************************************
1292 * IWineD3DBaseTexture D3D- > openGL state map lookups
1294 #define WINED3DFUNC_NOTSUPPORTED -2
1295 #define WINED3DFUNC_UNIMPLEMENTED -1
1297 typedef enum winetexturestates {
1298 WINED3DTEXSTA_ADDRESSU = 0,
1299 WINED3DTEXSTA_ADDRESSV = 1,
1300 WINED3DTEXSTA_ADDRESSW = 2,
1301 WINED3DTEXSTA_BORDERCOLOR = 3,
1302 WINED3DTEXSTA_MAGFILTER = 4,
1303 WINED3DTEXSTA_MINFILTER = 5,
1304 WINED3DTEXSTA_MIPFILTER = 6,
1305 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1306 WINED3DTEXSTA_MAXANISOTROPY = 8,
1307 WINED3DTEXSTA_SRGBTEXTURE = 9,
1308 WINED3DTEXSTA_ELEMENTINDEX = 10,
1309 WINED3DTEXSTA_DMAPOFFSET = 11,
1310 WINED3DTEXSTA_TSSADDRESSW = 12,
1311 MAX_WINETEXTURESTATES = 13,
1312 } winetexturestates;
1316 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1317 SRGB_RGB = 1, /* Loads the rgb texture */
1318 SRGB_SRGB = 2, /* Loads the srgb texture */
1319 SRGB_BOTH = 3, /* Loads both textures */
1322 /*****************************************************************************
1323 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1325 typedef struct IWineD3DBaseTextureClass
1327 DWORD states[MAX_WINETEXTURESTATES];
1328 DWORD srgbstates[MAX_WINETEXTURESTATES];
1330 BOOL dirty, srgbDirty;
1331 UINT textureName, srgbTextureName;
1332 float pow2Matrix[16];
1334 WINED3DTEXTUREFILTERTYPE filterType;
1338 const struct min_lookup *minMipLookup;
1339 const GLenum *magLookup;
1340 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1341 } IWineD3DBaseTextureClass;
1343 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1344 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1345 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1346 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1348 typedef struct IWineD3DBaseTextureImpl
1350 /* IUnknown & WineD3DResource Information */
1351 const IWineD3DBaseTextureVtbl *lpVtbl;
1352 IWineD3DResourceClass resource;
1353 IWineD3DBaseTextureClass baseTexture;
1355 } IWineD3DBaseTextureImpl;
1357 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1358 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1359 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1360 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1361 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1362 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1363 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1364 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1365 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1366 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1367 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1368 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1369 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1370 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1371 void basetexture_unload(IWineD3DBaseTexture *iface);
1372 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1373 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1374 This->baseTexture.is_srgb = srgb;
1377 /*****************************************************************************
1378 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1380 typedef struct IWineD3DTextureImpl
1382 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1383 const IWineD3DTextureVtbl *lpVtbl;
1384 IWineD3DResourceClass resource;
1385 IWineD3DBaseTextureClass baseTexture;
1387 /* IWineD3DTexture */
1388 IWineD3DSurface *surfaces[MAX_LEVELS];
1392 } IWineD3DTextureImpl;
1394 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1396 /*****************************************************************************
1397 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1399 typedef struct IWineD3DCubeTextureImpl
1401 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1402 const IWineD3DCubeTextureVtbl *lpVtbl;
1403 IWineD3DResourceClass resource;
1404 IWineD3DBaseTextureClass baseTexture;
1406 /* IWineD3DCubeTexture */
1407 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1408 } IWineD3DCubeTextureImpl;
1410 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1412 typedef struct _WINED3DVOLUMET_DESC
1417 } WINED3DVOLUMET_DESC;
1419 /*****************************************************************************
1420 * IWineD3DVolume implementation structure (extends IUnknown)
1422 typedef struct IWineD3DVolumeImpl
1424 /* IUnknown & WineD3DResource fields */
1425 const IWineD3DVolumeVtbl *lpVtbl;
1426 IWineD3DResourceClass resource;
1428 /* WineD3DVolume Information */
1429 WINED3DVOLUMET_DESC currentDesc;
1430 IWineD3DBase *container;
1435 WINED3DBOX lockedBox;
1436 WINED3DBOX dirtyBox;
1440 } IWineD3DVolumeImpl;
1442 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1444 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1446 /*****************************************************************************
1447 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1449 typedef struct IWineD3DVolumeTextureImpl
1451 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1452 const IWineD3DVolumeTextureVtbl *lpVtbl;
1453 IWineD3DResourceClass resource;
1454 IWineD3DBaseTextureClass baseTexture;
1456 /* IWineD3DVolumeTexture */
1457 IWineD3DVolume *volumes[MAX_LEVELS];
1458 } IWineD3DVolumeTextureImpl;
1460 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1462 typedef struct _WINED3DSURFACET_DESC
1464 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1465 DWORD MultiSampleQuality;
1468 } WINED3DSURFACET_DESC;
1470 /*****************************************************************************
1471 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1473 typedef struct wineD3DSurface_DIB {
1479 } wineD3DSurface_DIB;
1486 } renderbuffer_entry_t;
1491 IWineD3DSurface **render_targets;
1492 IWineD3DSurface *depth_stencil;
1497 /*****************************************************************************
1498 * IWineD3DClipp implementation structure
1500 typedef struct IWineD3DClipperImpl
1502 const IWineD3DClipperVtbl *lpVtbl;
1507 } IWineD3DClipperImpl;
1510 /*****************************************************************************
1511 * IWineD3DSurface implementation structure
1513 struct IWineD3DSurfaceImpl
1515 /* IUnknown & IWineD3DResource Information */
1516 const IWineD3DSurfaceVtbl *lpVtbl;
1517 IWineD3DResourceClass resource;
1519 /* IWineD3DSurface fields */
1520 IWineD3DBase *container;
1521 WINED3DSURFACET_DESC currentDesc;
1522 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1523 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1527 /* TODO: move this off into a management class(maybe!) */
1533 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1534 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1536 /* Oversized texture */
1545 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1547 glDescriptor glDescription;
1550 wineD3DSurface_DIB dib;
1553 /* Color keys for DDraw */
1554 WINEDDCOLORKEY DestBltCKey;
1555 WINEDDCOLORKEY DestOverlayCKey;
1556 WINEDDCOLORKEY SrcOverlayCKey;
1557 WINEDDCOLORKEY SrcBltCKey;
1560 WINEDDCOLORKEY glCKey;
1562 struct list renderbuffers;
1563 renderbuffer_entry_t *current_renderbuffer;
1565 /* DirectDraw clippers */
1566 IWineD3DClipper *clipper;
1568 /* DirectDraw Overlay handling */
1569 RECT overlay_srcrect;
1570 RECT overlay_destrect;
1571 IWineD3DSurfaceImpl *overlay_dest;
1572 struct list overlays;
1573 struct list overlay_entry;
1576 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1577 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1579 /* Predeclare the shared Surface functions */
1580 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1581 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1582 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1583 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1584 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1586 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1587 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1588 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1589 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1590 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1591 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1592 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1597 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1598 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1599 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1600 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1601 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1602 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1603 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1604 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1605 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1606 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1609 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1610 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1611 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1612 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1613 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1614 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1615 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1616 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1617 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1619 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1620 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1621 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1622 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1624 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1626 /* Surface flags: */
1627 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1628 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1629 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1630 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1631 #define SFLAG_DISCARD 0x00000010 /* ??? */
1632 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1633 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1634 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1635 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1636 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1637 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1638 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1639 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1640 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1641 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1642 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1643 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1644 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1645 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1646 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1647 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1648 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1649 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1650 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1652 /* In some conditions the surface memory must not be freed:
1653 * SFLAG_OVERSIZE: Not all data can be kept in GL
1654 * SFLAG_CONVERTED: Converting the data back would take too long
1655 * SFLAG_DIBSECTION: The dib code manages the memory
1656 * SFLAG_LOCKED: The app requires access to the surface data
1657 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1658 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1659 * SFLAG_CLIENT: OpenGL uses our memory as backup
1661 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1663 SFLAG_DIBSECTION | \
1670 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1672 SFLAG_INDRAWABLE | \
1675 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1677 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1679 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1684 CONVERT_PALETTED_CK,
1688 CONVERT_CK_4444_ARGB,
1693 CONVERT_CK_8888_ARGB,
1704 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);
1706 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1708 /*****************************************************************************
1709 * IWineD3DVertexDeclaration implementation structure
1711 #define MAX_ATTRIBS 16
1713 typedef struct IWineD3DVertexDeclarationImpl {
1714 /* IUnknown Information */
1715 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1719 IWineD3DDeviceImpl *wineD3DDevice;
1721 WINED3DVERTEXELEMENT *pDeclarationWine;
1723 UINT declarationWNumElements;
1725 DWORD streams[MAX_STREAMS];
1727 BOOL position_transformed;
1728 BOOL half_float_conv_needed;
1729 } IWineD3DVertexDeclarationImpl;
1731 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1733 /*****************************************************************************
1734 * IWineD3DStateBlock implementation structure
1737 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1738 /* Note: Very long winded but gl Lists are not flexible enough */
1739 /* to resolve everything we need, so doing it manually for now */
1740 typedef struct SAVEDSTATES {
1741 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1742 WORD streamSource; /* MAX_STREAMS, 16 */
1743 WORD streamFreq; /* MAX_STREAMS, 16 */
1744 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1745 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1746 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1747 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1748 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1749 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1750 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1751 BOOL *pixelShaderConstantsF;
1752 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1753 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1754 BOOL *vertexShaderConstantsF;
1755 WORD primitive_type : 1;
1759 WORD vertexDecl : 1;
1760 WORD pixelShader : 1;
1761 WORD vertexShader : 1;
1762 WORD scissorRect : 1;
1771 struct IWineD3DStateBlockImpl
1773 /* IUnknown fields */
1774 const IWineD3DStateBlockVtbl *lpVtbl;
1775 LONG ref; /* Note: Ref counting not required */
1777 /* IWineD3DStateBlock information */
1779 IWineD3DDeviceImpl *wineD3DDevice;
1780 WINED3DSTATEBLOCKTYPE blockType;
1782 /* Array indicating whether things have been set or changed */
1783 SAVEDSTATES changed;
1785 /* Vertex Shader Declaration */
1786 IWineD3DVertexDeclaration *vertexDecl;
1788 IWineD3DVertexShader *vertexShader;
1790 /* Vertex Shader Constants */
1791 BOOL vertexShaderConstantB[MAX_CONST_B];
1792 INT vertexShaderConstantI[MAX_CONST_I * 4];
1793 float *vertexShaderConstantF;
1795 /* primitive type */
1796 GLenum gl_primitive_type;
1800 UINT streamStride[MAX_STREAMS];
1801 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1802 IWineD3DBuffer *streamSource[MAX_STREAMS];
1803 UINT streamFreq[MAX_STREAMS + 1];
1804 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1807 IWineD3DIndexBuffer* pIndexData;
1808 INT baseVertexIndex;
1809 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1812 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1814 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1815 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1816 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1817 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1818 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1821 double clipplane[MAX_CLIPPLANES][4];
1822 WINED3DCLIPSTATUS clip_status;
1825 WINED3DVIEWPORT viewport;
1828 WINED3DMATERIAL material;
1831 IWineD3DPixelShader *pixelShader;
1833 /* Pixel Shader Constants */
1834 BOOL pixelShaderConstantB[MAX_CONST_B];
1835 INT pixelShaderConstantI[MAX_CONST_I * 4];
1836 float *pixelShaderConstantF;
1839 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1842 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1844 /* Texture State Stage */
1845 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1846 DWORD lowest_disabled_stage;
1847 /* Sampler States */
1848 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1850 /* Scissor test rectangle */
1853 /* Contained state management */
1854 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1855 unsigned int num_contained_render_states;
1856 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1857 unsigned int num_contained_transform_states;
1858 DWORD contained_vs_consts_i[MAX_CONST_I];
1859 unsigned int num_contained_vs_consts_i;
1860 DWORD contained_vs_consts_b[MAX_CONST_B];
1861 unsigned int num_contained_vs_consts_b;
1862 DWORD *contained_vs_consts_f;
1863 unsigned int num_contained_vs_consts_f;
1864 DWORD contained_ps_consts_i[MAX_CONST_I];
1865 unsigned int num_contained_ps_consts_i;
1866 DWORD contained_ps_consts_b[MAX_CONST_B];
1867 unsigned int num_contained_ps_consts_b;
1868 DWORD *contained_ps_consts_f;
1869 unsigned int num_contained_ps_consts_f;
1870 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1871 unsigned int num_contained_tss_states;
1872 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1873 unsigned int num_contained_sampler_states;
1876 extern void stateblock_savedstates_set(
1877 IWineD3DStateBlock* iface,
1878 SAVEDSTATES* states,
1881 extern void stateblock_copy(
1882 IWineD3DStateBlock* destination,
1883 IWineD3DStateBlock* source);
1885 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1887 /* Direct3D terminology with little modifications. We do not have an issued state
1888 * because only the driver knows about it, but we have a created state because d3d
1889 * allows GetData on a created issue, but opengl doesn't
1896 /*****************************************************************************
1897 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1899 typedef struct IWineD3DQueryImpl
1901 const IWineD3DQueryVtbl *lpVtbl;
1902 LONG ref; /* Note: Ref counting not required */
1905 /*TODO: replace with iface usage */
1907 IWineD3DDevice *wineD3DDevice;
1909 IWineD3DDeviceImpl *wineD3DDevice;
1912 /* IWineD3DQuery fields */
1913 enum query_state state;
1914 WINED3DQUERYTYPE type;
1915 /* TODO: Think about using a IUnknown instead of a void* */
1919 } IWineD3DQueryImpl;
1921 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1922 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1923 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1925 /* Datastructures for IWineD3DQueryImpl.extendedData */
1926 typedef struct WineQueryOcclusionData {
1928 WineD3DContext *ctx;
1929 } WineQueryOcclusionData;
1931 typedef struct WineQueryEventData {
1933 WineD3DContext *ctx;
1934 } WineQueryEventData;
1936 /* IWineD3DBuffer */
1938 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1939 * fixed function semantics as D3DCOLOR or FLOAT16 */
1940 enum wined3d_buffer_conversion_type
1945 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
1948 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
1949 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
1950 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
1951 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
1953 struct wined3d_buffer
1955 const struct IWineD3DBufferVtbl *vtbl;
1956 IWineD3DResourceClass resource;
1958 struct wined3d_buffer_desc desc;
1960 GLuint buffer_object;
1961 GLenum buffer_object_usage;
1962 UINT buffer_object_size;
1970 /* legacy vertex buffers */
1973 /* conversion stuff */
1974 UINT conversion_count;
1976 UINT stride; /* 0 if no conversion */
1977 UINT conversion_stride; /* 0 if no shifted conversion */
1978 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
1979 /* Extra load offsets, for FLOAT16 conversion */
1980 UINT *conversion_shift; /* NULL if no shifted conversion */
1983 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
1984 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
1986 /* IWineD3DRendertargetView */
1987 struct wined3d_rendertarget_view
1989 const struct IWineD3DRendertargetViewVtbl *vtbl;
1992 IWineD3DResource *resource;
1996 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
1998 /*****************************************************************************
1999 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2002 typedef struct IWineD3DSwapChainImpl
2005 const IWineD3DSwapChainVtbl *lpVtbl;
2006 LONG ref; /* Note: Ref counting not required */
2009 IWineD3DDeviceImpl *wineD3DDevice;
2011 /* IWineD3DSwapChain fields */
2012 IWineD3DSurface **backBuffer;
2013 IWineD3DSurface *frontBuffer;
2014 WINED3DPRESENT_PARAMETERS presentParms;
2015 DWORD orig_width, orig_height;
2016 WINED3DFORMAT orig_fmt;
2017 WINED3DGAMMARAMP orig_gamma;
2019 long prev_time, frames; /* Performance tracking */
2020 unsigned int vSyncCounter;
2022 WineD3DContext **context; /* Later a array for multithreading */
2023 unsigned int num_contexts;
2026 } IWineD3DSwapChainImpl;
2028 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2029 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2030 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2032 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2033 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2034 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2035 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2036 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2037 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2038 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2039 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2040 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2041 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2042 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2043 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2045 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2047 /*****************************************************************************
2048 * Utility function prototypes
2051 /* Trace routines */
2052 const char* debug_d3dformat(WINED3DFORMAT fmt);
2053 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2054 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2055 const char* debug_d3dusage(DWORD usage);
2056 const char* debug_d3dusagequery(DWORD usagequery);
2057 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2058 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2059 const char* debug_d3ddeclusage(BYTE usage);
2060 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2061 const char* debug_d3drenderstate(DWORD state);
2062 const char* debug_d3dsamplerstate(DWORD state);
2063 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2064 const char* debug_d3dtexturestate(DWORD state);
2065 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2066 const char* debug_d3dpool(WINED3DPOOL pool);
2067 const char *debug_fbostatus(GLenum status);
2068 const char *debug_glerror(GLenum error);
2069 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2070 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2071 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2072 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2073 const char *debug_surflocation(DWORD flag);
2075 /* Routines for GL <-> D3D values */
2076 GLenum StencilOp(DWORD op);
2077 GLenum CompareFunc(DWORD func);
2078 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2079 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);
2080 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2081 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2082 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2083 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2084 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2085 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2086 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2087 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2088 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2090 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2091 void surface_force_reload(IWineD3DSurface *iface);
2092 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2093 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2094 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2095 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2096 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2097 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2099 BOOL getColorBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt,
2100 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2101 BOOL getDepthStencilBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2104 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2105 UINT wined3d_log2i(UINT32 x);
2107 /* TODO: Make this dynamic, based on shader limits ? */
2108 #define MAX_REG_ADDR 1
2109 #define MAX_REG_TEMP 32
2110 #define MAX_REG_TEXCRD 8
2111 #define MAX_REG_INPUT 12
2112 #define MAX_REG_OUTPUT 12
2113 #define MAX_CONST_I 16
2114 #define MAX_CONST_B 16
2116 /* FIXME: This needs to go up to 2048 for
2117 * Shader model 3 according to msdn (and for software shaders) */
2118 #define MAX_LABELS 16
2120 typedef struct semantic {
2125 typedef struct local_constant {
2131 typedef struct shader_reg_maps {
2132 DWORD shader_version;
2133 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2134 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2135 char address[MAX_REG_ADDR]; /* vertex */
2136 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2137 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2138 char attributes[MAX_ATTRIBS]; /* vertex */
2139 char labels[MAX_LABELS]; /* pixel, vertex */
2140 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2142 /* Sampler usage tokens
2143 * Use 0 as default (bit 31 is always 1 on a valid token) */
2144 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2145 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2146 char usesnrm, vpos, usesdsy;
2149 /* Whether or not loops are used in this shader, and nesting depth */
2150 unsigned loop_depth;
2152 /* Whether or not this shader uses fog */
2157 /* Undocumented opcode controls */
2158 #define INST_CONTROLS_SHIFT 16
2159 #define INST_CONTROLS_MASK 0x00ff0000
2161 typedef enum COMPARISON_TYPE {
2170 typedef struct SHADER_OPCODE {
2171 unsigned int opcode;
2174 CONST UINT num_params;
2175 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2180 typedef struct SHADER_OPCODE_ARG {
2181 IWineD3DBaseShader* shader;
2182 const shader_reg_maps *reg_maps;
2183 CONST SHADER_OPCODE* opcode;
2190 SHADER_BUFFER* buffer;
2191 } SHADER_OPCODE_ARG;
2193 typedef struct SHADER_LIMITS {
2194 unsigned int temporary;
2195 unsigned int texcoord;
2196 unsigned int sampler;
2197 unsigned int constant_int;
2198 unsigned int constant_float;
2199 unsigned int constant_bool;
2200 unsigned int address;
2201 unsigned int packed_output;
2202 unsigned int packed_input;
2203 unsigned int attributes;
2207 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2208 maintain state information between multiple codes */
2209 typedef struct SHADER_PARSE_STATE {
2210 unsigned int current_row;
2211 DWORD texcoord_w[2];
2212 } SHADER_PARSE_STATE;
2215 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2217 #define PRINTF_ATTR(fmt,args)
2220 /* Base Shader utility functions.
2221 * (may move callers into the same file in the future) */
2222 extern int shader_addline(
2223 SHADER_BUFFER* buffer,
2224 const char* fmt, ...) PRINTF_ATTR(2,3);
2225 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2227 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2229 /* Vertex shader utility functions */
2230 extern BOOL vshader_get_input(
2231 IWineD3DVertexShader* iface,
2232 BYTE usage_req, BYTE usage_idx_req,
2233 unsigned int* regnum);
2235 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2237 /* GLSL helper functions */
2238 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2240 /*****************************************************************************
2241 * IDirect3DBaseShader implementation structure
2243 typedef struct IWineD3DBaseShaderClass
2246 SHADER_LIMITS limits;
2247 SHADER_PARSE_STATE parse_state;
2248 CONST SHADER_OPCODE *shader_ins;
2250 UINT functionLength;
2251 UINT cur_loop_depth, cur_loop_regno;
2252 BOOL load_local_constsF;
2253 BOOL uses_bool_consts, uses_int_consts;
2255 /* Type of shader backend */
2258 /* Programs this shader is linked with */
2259 struct list linked_programs;
2261 /* Immediate constants (override global ones) */
2262 struct list constantsB;
2263 struct list constantsF;
2264 struct list constantsI;
2265 shader_reg_maps reg_maps;
2267 /* Pointer to the parent device */
2268 IWineD3DDevice *device;
2269 struct list shader_list_entry;
2271 } IWineD3DBaseShaderClass;
2273 typedef struct IWineD3DBaseShaderImpl {
2275 const IWineD3DBaseShaderVtbl *lpVtbl;
2277 /* IWineD3DBaseShader */
2278 IWineD3DBaseShaderClass baseShader;
2279 } IWineD3DBaseShaderImpl;
2281 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2282 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2283 void shader_cleanup(IWineD3DBaseShader *iface);
2284 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2285 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2286 void shader_init(struct IWineD3DBaseShaderClass *shader,
2287 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2288 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2290 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2291 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2293 static inline int shader_get_regtype(const DWORD param) {
2294 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2295 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2298 static inline int shader_get_writemask(const DWORD param) {
2299 return param & WINED3DSP_WRITEMASK_ALL;
2302 static inline BOOL shader_is_pshader_version(DWORD token) {
2303 return 0xFFFF0000 == (token & 0xFFFF0000);
2306 static inline BOOL shader_is_vshader_version(DWORD token) {
2307 return 0xFFFE0000 == (token & 0xFFFF0000);
2310 static inline BOOL shader_is_comment(DWORD token) {
2311 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2314 static inline BOOL shader_is_scalar(DWORD param) {
2315 DWORD reg_type = shader_get_regtype(param);
2319 case WINED3DSPR_RASTOUT:
2320 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2327 case WINED3DSPR_DEPTHOUT: /* oDepth */
2328 case WINED3DSPR_CONSTBOOL: /* b# */
2329 case WINED3DSPR_LOOP: /* aL */
2330 case WINED3DSPR_PREDICATE: /* p0 */
2333 case WINED3DSPR_MISCTYPE:
2334 reg_num = param & WINED3DSP_REGNUM_MASK;
2349 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2350 local_constant* lconst;
2352 if(This->baseShader.load_local_constsF) return FALSE;
2353 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2354 if(lconst->idx == reg) return TRUE;
2360 /*****************************************************************************
2361 * IDirect3DVertexShader implementation structures
2364 struct vs_compiled_shader {
2365 struct vs_compile_args args;
2369 typedef struct IWineD3DVertexShaderImpl {
2371 const IWineD3DVertexShaderVtbl *lpVtbl;
2373 /* IWineD3DBaseShader */
2374 IWineD3DBaseShaderClass baseShader;
2376 /* IWineD3DVertexShaderImpl */
2382 struct vs_compiled_shader *gl_shaders;
2383 UINT num_gl_shaders, shader_array_size;
2385 /* Vertex shader input and output semantics */
2386 semantic semantics_in [MAX_ATTRIBS];
2387 semantic semantics_out [MAX_REG_OUTPUT];
2389 UINT min_rel_offset, max_rel_offset;
2392 UINT recompile_count;
2394 const struct vs_compile_args *cur_args;
2395 } IWineD3DVertexShaderImpl;
2396 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2397 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2399 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2400 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2402 /*****************************************************************************
2403 * IDirect3DPixelShader implementation structure
2405 struct ps_compiled_shader {
2406 struct ps_compile_args args;
2410 typedef struct IWineD3DPixelShaderImpl {
2411 /* IUnknown parts */
2412 const IWineD3DPixelShaderVtbl *lpVtbl;
2414 /* IWineD3DBaseShader */
2415 IWineD3DBaseShaderClass baseShader;
2417 /* IWineD3DPixelShaderImpl */
2420 /* Pixel shader input semantics */
2421 semantic semantics_in [MAX_REG_INPUT];
2422 DWORD input_reg_map[MAX_REG_INPUT];
2423 BOOL input_reg_used[MAX_REG_INPUT];
2424 int declared_in_count;
2427 struct ps_compiled_shader *gl_shaders;
2428 UINT num_gl_shaders, shader_array_size;
2430 /* Some information about the shader behavior */
2431 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2432 char numbumpenvmatconsts;
2433 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2436 const struct ps_compile_args *cur_args;
2437 } IWineD3DPixelShaderImpl;
2439 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2440 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2441 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2442 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2444 /* sRGB correction constants */
2445 static const float srgb_cmp = 0.0031308;
2446 static const float srgb_mul_low = 12.92;
2447 static const float srgb_pow = 0.41666;
2448 static const float srgb_mul_high = 1.055;
2449 static const float srgb_sub_high = 0.055;
2451 /*****************************************************************************
2452 * IWineD3DPalette implementation structure
2454 struct IWineD3DPaletteImpl {
2455 /* IUnknown parts */
2456 const IWineD3DPaletteVtbl *lpVtbl;
2460 IWineD3DDeviceImpl *wineD3DDevice;
2462 /* IWineD3DPalette */
2464 WORD palVersion; /*| */
2465 WORD palNumEntries; /*| LOGPALETTE */
2466 PALETTEENTRY palents[256]; /*| */
2467 /* This is to store the palette in 'screen format' */
2468 int screen_palents[256];
2472 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2473 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2475 /* DirectDraw utility functions */
2476 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2478 /*****************************************************************************
2479 * Pixel format management
2482 struct GlPixelFormatDesc
2484 WINED3DFORMAT format;
2494 GLint glGammaInternal;
2500 struct color_fixup_desc color_fixup;
2503 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2505 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2507 return (stateblock->vertexShader
2508 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2509 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2512 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2514 return (stateblock->pixelShader
2515 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2518 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2519 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);