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_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
161 #define MAX_PALETTES 65536
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
169 #define MAX_LEVELS 256
171 #define MAX_CONST_I 16
172 #define MAX_CONST_B 16
174 /* Used for CreateStateBlock */
175 #define NUM_SAVEDPIXELSTATES_R 35
176 #define NUM_SAVEDPIXELSTATES_T 18
177 #define NUM_SAVEDPIXELSTATES_S 12
178 #define NUM_SAVEDVERTEXSTATES_R 34
179 #define NUM_SAVEDVERTEXSTATES_T 2
180 #define NUM_SAVEDVERTEXSTATES_S 1
182 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
183 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
184 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
185 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
186 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
187 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189 typedef enum _WINELOOKUP {
190 WINELOOKUP_WARPPARAM = 0,
194 extern const int minLookup[MAX_LOOKUPS];
195 extern const int maxLookup[MAX_LOOKUPS];
196 extern DWORD *stateLookup[MAX_LOOKUPS];
200 GLenum mip[WINED3DTEXF_LINEAR + 1];
203 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
204 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
205 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
206 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208 extern const struct filter_lookup filter_lookup_nofilter;
209 extern struct filter_lookup filter_lookup;
211 void init_type_lookup(WineD3D_GL_Info *gl_info);
212 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
213 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
214 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
215 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
216 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220 * to standard C floats and vice versa. They do not depend on the encoding
221 * of the C float, so they are platform independent, but slow. On x86 and
222 * other IEEE 754 compliant platforms the conversion can be accelerated by
223 * bit shifting the exponent and mantissa. There are also some SSE-based
224 * assembly routines out there.
226 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228 static inline float float_16_to_32(const unsigned short *in) {
229 const unsigned short s = ((*in) & 0x8000);
230 const unsigned short e = ((*in) & 0x7C00) >> 10;
231 const unsigned short m = (*in) & 0x3FF;
232 const float sgn = (s ? -1.0 : 1.0);
235 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
236 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
238 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
240 if(m == 0) return sgn / 0.0; /* +INF / -INF */
241 else return 0.0 / 0.0; /* NAN */
261 #define ORM_BACKBUFFER 0
262 #define ORM_PBUFFER 1
266 #define SHADER_GLSL 2
268 #define SHADER_NONE 4
270 #define RTL_DISABLE -1
272 #define RTL_READDRAW 1
273 #define RTL_READTEX 2
274 #define RTL_TEXDRAW 3
277 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
280 /* NOTE: When adding fields to this structure, make sure to update the default
281 * values in wined3d_main.c as well. */
282 typedef struct wined3d_settings_s {
283 /* vertex and pixel shader modes */
287 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
288 we should use it. However, until it's fully implemented, we'll leave it as a registry
289 setting for developers. */
291 int offscreen_rendering_mode;
292 int rendertargetlock_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting */
296 unsigned int emulated_textureram;
298 int allow_multisampling;
299 } wined3d_settings_t;
301 extern wined3d_settings_t wined3d_settings;
303 /* Shader backends */
304 struct SHADER_OPCODE_ARG;
306 #define SHADER_PGMSIZE 65535
307 typedef struct SHADER_BUFFER {
314 enum WINED3D_SHADER_INSTRUCTION_HANDLER
383 WINED3DSIH_TEXDP3TEX,
387 WINED3DSIH_TEXM3x2DEPTH,
388 WINED3DSIH_TEXM3x2PAD,
389 WINED3DSIH_TEXM3x2TEX,
391 WINED3DSIH_TEXM3x3DIFF,
392 WINED3DSIH_TEXM3x3PAD,
393 WINED3DSIH_TEXM3x3SPEC,
394 WINED3DSIH_TEXM3x3TEX,
395 WINED3DSIH_TEXM3x3VSPEC,
396 WINED3DSIH_TEXREG2AR,
397 WINED3DSIH_TEXREG2GB,
398 WINED3DSIH_TEXREG2RGB,
399 WINED3DSIH_TABLE_SIZE
402 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
405 DWORD VertexShaderVersion;
406 DWORD MaxVertexShaderConst;
408 DWORD PixelShaderVersion;
409 float PixelShader1xMaxValue;
411 WINED3DVSHADERCAPS2_0 VS20Caps;
412 WINED3DPSHADERCAPS2_0 PS20Caps;
414 DWORD MaxVShaderInstructionsExecuted;
415 DWORD MaxPShaderInstructionsExecuted;
416 DWORD MaxVertexShader30InstructionSlots;
417 DWORD MaxPixelShader30InstructionSlots;
431 const SHADER_HANDLER *shader_instruction_handler_table;
432 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
433 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
434 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
435 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
436 void (*shader_cleanup)(IWineD3DDevice *iface);
437 void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
438 void (*shader_destroy)(IWineD3DBaseShader *iface);
439 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
440 void (*shader_free_private)(IWineD3DDevice *iface);
441 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
442 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
443 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
444 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
445 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
448 extern const shader_backend_t glsl_shader_backend;
449 extern const shader_backend_t arb_program_shader_backend;
450 extern const shader_backend_t none_shader_backend;
454 extern void (*wine_tsx11_lock_ptr)(void);
455 extern void (*wine_tsx11_unlock_ptr)(void);
457 /* As GLX relies on X, this is needed */
461 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
462 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
464 #define ENTER_GL() wine_tsx11_lock_ptr()
465 #define LEAVE_GL() wine_tsx11_unlock_ptr()
468 /*****************************************************************************
472 /* GL related defines */
473 /* ------------------ */
474 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
475 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
476 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
477 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
479 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
480 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
481 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
482 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
484 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
485 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
486 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
487 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
489 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
490 (vec)[0] = D3DCOLOR_R(dw); \
491 (vec)[1] = D3DCOLOR_G(dw); \
492 (vec)[2] = D3DCOLOR_B(dw); \
493 (vec)[3] = D3DCOLOR_A(dw); \
496 /* DirectX Device Limits */
497 /* --------------------- */
498 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
500 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
501 See MaxStreams in MSDN under GetDeviceCaps */
502 /* Maximum number of constants provided to the shaders */
503 #define HIGHEST_TRANSFORMSTATE 512
504 /* Highest value in WINED3DTRANSFORMSTATETYPE */
506 /* Checking of API calls */
507 /* --------------------- */
508 #ifndef WINE_NO_DEBUG_MSGS
509 #define checkGLcall(A) \
511 GLint err = glGetError(); \
512 if (err == GL_NO_ERROR) { \
513 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
516 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
517 debug_glerror(err), err, A, __FILE__, __LINE__); \
518 err = glGetError(); \
519 } while (err != GL_NO_ERROR); \
522 #define checkGLcall(A) do {} while(0)
525 /* Trace routines / diagnostics */
526 /* ---------------------------- */
528 /* Dump out a matrix and copy it */
529 #define conv_mat(mat,gl_mat) \
531 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
532 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
533 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
534 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
535 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
538 /* Macro to dump out the current state of the light chain */
539 #define DUMP_LIGHT_CHAIN() \
541 PLIGHTINFOEL *el = This->stateBlock->lights;\
543 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
548 /* Trace vector and strided data information */
549 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
550 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
551 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);
553 /* Defines used for optimizations */
555 /* Only reapply what is necessary */
556 #define REAPPLY_ALPHAOP 0x0001
557 #define REAPPLY_ALL 0xFFFF
559 /* Advance declaration of structures to satisfy compiler */
560 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
561 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
562 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
563 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
565 /* Global variables */
566 extern const float identity[16];
568 /*****************************************************************************
569 * Compilable extra diagnostics
572 /* Trace information per-vertex: (extremely high amount of trace) */
573 #if 0 /* NOTE: Must be 0 in cvs */
574 # define VTRACE(A) TRACE A
579 /* TODO: Confirm each of these works when wined3d move completed */
580 #if 0 /* NOTE: Must be 0 in cvs */
581 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
582 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
583 is enabled, and if it doesn't exist it is disabled. */
584 # define FRAME_DEBUGGING
585 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
586 the file is deleted */
587 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
588 # define SINGLE_FRAME_DEBUGGING
590 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
591 It can only be enabled when FRAME_DEBUGGING is also enabled
592 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
594 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
595 # define SHOW_FRAME_MAKEUP 1
597 /* The following, when enabled, lets you see the makeup of the all the textures used during each
598 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
599 The contents of the textures assigned to each stage are written into
600 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
601 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
602 # define SHOW_TEXTURE_MAKEUP 0
605 extern BOOL isDumpingFrames;
606 extern LONG primCounter;
609 /*****************************************************************************
613 /* Routine common to the draw primitive and draw indexed primitive routines */
614 void drawPrimitive(IWineD3DDevice *iface,
618 long StartVertexIndex,
619 UINT numberOfVertices,
625 void primitiveDeclarationConvertToStridedData(
626 IWineD3DDevice *iface,
627 BOOL useVertexShaderFunction,
628 WineDirect3DVertexStridedData *strided,
631 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
633 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
634 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
635 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
636 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
637 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
638 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
639 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
640 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
644 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
645 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
647 /* Routines and structures related to state management */
648 typedef struct WineD3DContext WineD3DContext;
649 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
651 #define STATE_RENDER(a) (a)
652 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
654 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
655 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
657 /* + 1 because samplers start with 0 */
658 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
659 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
661 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
662 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
664 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
665 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
667 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
668 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
669 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
670 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
672 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
673 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
675 #define STATE_VSHADER (STATE_VDECL + 1)
676 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
678 #define STATE_VIEWPORT (STATE_VSHADER + 1)
679 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
681 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
682 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
683 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
684 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
686 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
687 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
689 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
690 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
692 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
693 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
695 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
697 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
699 #define STATE_HIGHEST (STATE_FRONTFACE)
703 DWORD representative;
704 APPLYSTATEFUNC apply;
707 struct StateEntryTemplate
710 struct StateEntry content;
711 GL_SupportedExt extension;
714 struct fragment_caps {
715 DWORD PrimitiveMiscCaps;
718 DWORD MaxTextureBlendStages;
719 DWORD MaxSimultaneousTextures;
722 struct fragment_pipeline {
723 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
724 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
725 HRESULT (*alloc_private)(IWineD3DDevice *iface);
726 void (*free_private)(IWineD3DDevice *iface);
727 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
728 const struct StateEntryTemplate *states;
729 BOOL ffp_proj_control;
732 extern const struct StateEntryTemplate misc_state_template[];
733 extern const struct StateEntryTemplate ffp_vertexstate_template[];
734 extern const struct fragment_pipeline ffp_fragment_pipeline;
735 extern const struct fragment_pipeline atifs_fragment_pipeline;
736 extern const struct fragment_pipeline arbfp_fragment_pipeline;
737 extern const struct fragment_pipeline nvts_fragment_pipeline;
738 extern const struct fragment_pipeline nvrc_fragment_pipeline;
740 /* "Base" state table */
741 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
742 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
743 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
745 /* Shaders for color conversions in blits */
747 HRESULT (*alloc_private)(IWineD3DDevice *iface);
748 void (*free_private)(IWineD3DDevice *iface);
749 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
750 void (*unset_shader)(IWineD3DDevice *iface);
751 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
754 extern const struct blit_shader ffp_blit;
755 extern const struct blit_shader arbfp_blit;
757 /* The new context manager that should deal with onscreen and offscreen rendering */
758 struct WineD3DContext {
759 /* State dirtification
760 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
761 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
762 * 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
763 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
765 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
766 DWORD numDirtyEntries;
767 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
769 IWineD3DSurface *surface;
770 DWORD tid; /* Thread ID which owns this context at the moment */
772 /* Stores some information about the context state for optimization */
773 BOOL draw_buffer_dirty;
774 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
775 BOOL last_was_pshader;
776 BOOL last_was_vshader;
777 BOOL last_was_foggy_shader;
778 BOOL namedArraysLoaded, numberedArraysLoaded;
779 BOOL lastWasPow2Texture[MAX_TEXTURES];
780 GLenum tracking_parm; /* Which source is tracking current colour */
781 unsigned char num_untracked_materials;
782 GLenum untracked_materials[2];
783 BOOL last_was_blit, last_was_ckey;
785 char texShaderBumpMap;
788 char *vshader_const_dirty, *pshader_const_dirty;
790 /* The actual opengl context */
799 struct list fbo_list;
800 struct fbo_entry *current_fbo;
805 typedef enum ContextUsage {
806 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
807 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
808 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
809 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
812 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
813 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
814 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
815 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
816 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
817 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
818 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
820 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
821 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
823 /* Macros for doing basic GPU detection based on opengl capabilities */
824 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
825 #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])
826 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
827 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
829 /* Default callbacks for implicit object destruction */
830 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
832 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
834 /*****************************************************************************
835 * Internal representation of a light
837 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
838 struct PLIGHTINFOEL {
839 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
846 /* Converted parms to speed up swapping lights */
855 /* The default light parameters */
856 extern const WINED3DLIGHT WINED3D_default_light;
858 typedef struct WineD3D_PixelFormat
860 int iPixelFormat; /* WGL pixel format */
861 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
862 int redSize, greenSize, blueSize, alphaSize;
863 int depthSize, stencilSize;
865 BOOL pbufferDrawable;
869 } WineD3D_PixelFormat;
871 /* The adapter structure */
872 struct WineD3DAdapter
877 WineD3D_GL_Info gl_info;
879 const char *description;
880 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
882 WineD3D_PixelFormat *cfgs;
883 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
884 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
885 unsigned int UsedTextureRam;
888 extern BOOL InitAdapters(void);
889 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
890 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
892 /*****************************************************************************
893 * High order patch management
895 struct WineD3DRectPatch
899 WineDirect3DVertexStridedData strided;
900 WINED3DRECTPATCH_INFO RectPatchInfo;
902 char has_normals, has_texcoords;
906 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
908 enum projection_types
921 /*****************************************************************************
922 * Fixed function pipeline replacements
924 #define ARG_UNUSED 0x3f
925 struct texture_stage_op
937 struct color_fixup_desc color_correction;
938 unsigned tex_type : 3;
940 unsigned projected : 2;
941 unsigned padding : 10;
944 struct ffp_frag_settings {
945 struct texture_stage_op op[MAX_TEXTURES];
952 /* Use an int instead of a char to get dword alignment */
953 unsigned int sRGB_write;
958 struct ffp_frag_settings settings;
961 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
962 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
963 const struct ffp_frag_settings *settings);
964 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
965 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
966 unsigned int ffp_frag_program_key_hash(const void *key);
968 /*****************************************************************************
969 * IWineD3D implementation structure
971 typedef struct IWineD3DImpl
973 /* IUnknown fields */
974 const IWineD3DVtbl *lpVtbl;
975 LONG ref; /* Note: Ref counting not required */
977 /* WineD3D Information */
982 extern const IWineD3DVtbl IWineD3D_Vtbl;
984 /* TODO: setup some flags in the registry to enable, disable pbuffer support
985 (since it will break quite a few things until contexts are managed properly!) */
986 extern BOOL pbuffer_support;
987 /* allocate one pbuffer per surface */
988 extern BOOL pbuffer_per_surface;
990 /* A helper function that dumps a resource list */
991 void dumpResources(struct list *list);
993 /*****************************************************************************
994 * IWineD3DDevice implementation structure
996 struct IWineD3DDeviceImpl
998 /* IUnknown fields */
999 const IWineD3DDeviceVtbl *lpVtbl;
1000 LONG ref; /* Note: Ref counting not required */
1002 /* WineD3D Information */
1005 struct WineD3DAdapter *adapter;
1007 /* Window styles to restore when switching fullscreen mode */
1011 /* X and GL Information */
1012 GLint maxConcurrentLights;
1013 GLenum offscreenBuffer;
1015 /* Selected capabilities */
1016 int vs_selected_mode;
1017 int ps_selected_mode;
1018 const shader_backend_t *shader_backend;
1020 void *fragment_priv;
1022 struct StateEntry StateTable[STATE_HIGHEST + 1];
1023 /* Array of functions for states which are handled by more than one pipeline part */
1024 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1025 const struct fragment_pipeline *frag_pipe;
1026 const struct blit_shader *blitter;
1028 unsigned int max_ffp_textures, max_ffp_texture_stages;
1031 BOOL view_ident; /* true iff view matrix is identity */
1033 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
1034 #define DDRAW_PITCH_ALIGNMENT 8
1035 #define D3D8_PITCH_ALIGNMENT 4
1036 unsigned char surface_alignment; /* Line Alignment of surfaces */
1038 /* State block related */
1039 BOOL isRecordingState;
1040 IWineD3DStateBlockImpl *stateBlock;
1041 IWineD3DStateBlockImpl *updateStateBlock;
1044 /* Internal use fields */
1045 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1047 WINED3DDEVTYPE devType;
1049 IWineD3DSwapChain **swapchains;
1050 UINT NumberOfSwapChains;
1052 struct list resources; /* a linked list to track resources created by the device */
1053 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1054 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1056 /* Render Target Support */
1057 IWineD3DSurface **render_targets;
1058 IWineD3DSurface *auto_depth_stencil_buffer;
1059 IWineD3DSurface *stencilBufferTarget;
1061 /* Caches to avoid unneeded context changes */
1062 IWineD3DSurface *lastActiveRenderTarget;
1063 IWineD3DSwapChain *lastActiveSwapChain;
1065 /* palettes texture management */
1066 UINT NumberOfPalettes;
1067 PALETTEENTRY **palettes;
1068 UINT currentPalette;
1069 UINT paletteConversionShader;
1071 /* For rendering to a texture using glCopyTexImage */
1072 BOOL render_offscreen;
1073 GLenum *draw_buffers;
1074 GLuint depth_blt_texture;
1075 GLuint depth_blt_rb;
1076 UINT depth_blt_rb_w;
1077 UINT depth_blt_rb_h;
1079 /* Cursor management */
1080 BOOL bCursorVisible;
1085 UINT cursorWidth, cursorHeight;
1086 GLuint cursorTexture;
1087 BOOL haveHardwareCursor;
1088 HCURSOR hardwareCursor;
1090 /* The Wine logo surface */
1091 IWineD3DSurface *logo_surface;
1093 /* Textures for when no other textures are mapped */
1094 UINT dummyTextureName[MAX_TEXTURES];
1096 /* Debug stream management */
1099 /* Device state management */
1101 BOOL d3d_initialized;
1103 /* A flag to check for proper BeginScene / EndScene call pairs */
1106 /* process vertex shaders using software or hardware */
1107 BOOL softwareVertexProcessing;
1109 /* DirectDraw stuff */
1110 DWORD ddraw_width, ddraw_height;
1111 WINED3DFORMAT ddraw_format;
1113 /* Final position fixup constant */
1116 /* With register combiners we can skip junk texture stages */
1117 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1118 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1119 BOOL fixed_function_usage_map[MAX_TEXTURES];
1121 /* Stream source management */
1122 WineDirect3DVertexStridedData strided_streams;
1123 const WineDirect3DVertexStridedData *up_strided;
1124 BOOL useDrawStridedSlow;
1127 /* Context management */
1128 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1129 WineD3DContext *activeContext;
1132 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1133 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1135 /* High level patch management */
1136 #define PATCHMAP_SIZE 43
1137 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1138 struct list patches[PATCHMAP_SIZE];
1139 struct WineD3DRectPatch *currentPatch;
1142 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1144 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1145 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1146 float Z, DWORD Stencil);
1147 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1148 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1149 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1150 DWORD idx = state >> 5;
1151 BYTE shift = state & 0x1f;
1152 return context->isStateDirty[idx] & (1 << shift);
1155 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1156 typedef struct PrivateData
1161 DWORD flags; /* DDSPD_* */
1172 /*****************************************************************************
1173 * IWineD3DResource implementation structure
1175 typedef struct IWineD3DResourceClass
1177 /* IUnknown fields */
1178 LONG ref; /* Note: Ref counting not required */
1180 /* WineD3DResource Information */
1182 WINED3DRESOURCETYPE resourceType;
1183 IWineD3DDeviceImpl *wineD3DDevice;
1187 WINED3DFORMAT format;
1189 BYTE *allocatedMemory; /* Pointer to the real data location */
1190 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1191 struct list privateData;
1192 struct list resource_list_entry;
1194 } IWineD3DResourceClass;
1196 typedef struct IWineD3DResourceImpl
1198 /* IUnknown & WineD3DResource Information */
1199 const IWineD3DResourceVtbl *lpVtbl;
1200 IWineD3DResourceClass resource;
1201 } IWineD3DResourceImpl;
1203 void resource_cleanup(IWineD3DResource *iface);
1204 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1205 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1206 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1207 DWORD resource_get_priority(IWineD3DResource *iface);
1208 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1209 void *data, DWORD *data_size);
1210 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1211 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1212 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1213 const void *data, DWORD data_size, DWORD flags);
1215 /* Tests show that the start address of resources is 32 byte aligned */
1216 #define RESOURCE_ALIGNMENT 32
1218 /*****************************************************************************
1219 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1221 enum vbo_conversion_type {
1225 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1227 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1228 * fixed function semantics as D3DCOLOR or FLOAT16
1232 typedef struct IWineD3DVertexBufferImpl
1234 /* IUnknown & WineD3DResource Information */
1235 const IWineD3DVertexBufferVtbl *lpVtbl;
1236 IWineD3DResourceClass resource;
1238 /* WineD3DVertexBuffer specifics */
1241 /* Vertex buffer object support */
1248 UINT dirtystart, dirtyend;
1251 LONG declChanges, draws;
1252 /* Last description of the buffer */
1253 DWORD stride; /* 0 if no conversion */
1254 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1256 /* Extra load offsets, for FLOAT16 conversion */
1257 DWORD *conv_shift; /* NULL if no shifted conversion */
1258 DWORD conv_stride; /* 0 if no shifted conversion */
1259 } IWineD3DVertexBufferImpl;
1261 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1263 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1264 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1265 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1266 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1268 /*****************************************************************************
1269 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1271 typedef struct IWineD3DIndexBufferImpl
1273 /* IUnknown & WineD3DResource Information */
1274 const IWineD3DIndexBufferVtbl *lpVtbl;
1275 IWineD3DResourceClass resource;
1278 UINT dirtystart, dirtyend;
1281 /* WineD3DVertexBuffer specifics */
1282 } IWineD3DIndexBufferImpl;
1284 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1286 /*****************************************************************************
1287 * IWineD3DBaseTexture D3D- > openGL state map lookups
1289 #define WINED3DFUNC_NOTSUPPORTED -2
1290 #define WINED3DFUNC_UNIMPLEMENTED -1
1292 typedef enum winetexturestates {
1293 WINED3DTEXSTA_ADDRESSU = 0,
1294 WINED3DTEXSTA_ADDRESSV = 1,
1295 WINED3DTEXSTA_ADDRESSW = 2,
1296 WINED3DTEXSTA_BORDERCOLOR = 3,
1297 WINED3DTEXSTA_MAGFILTER = 4,
1298 WINED3DTEXSTA_MINFILTER = 5,
1299 WINED3DTEXSTA_MIPFILTER = 6,
1300 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1301 WINED3DTEXSTA_MAXANISOTROPY = 8,
1302 WINED3DTEXSTA_SRGBTEXTURE = 9,
1303 WINED3DTEXSTA_ELEMENTINDEX = 10,
1304 WINED3DTEXSTA_DMAPOFFSET = 11,
1305 WINED3DTEXSTA_TSSADDRESSW = 12,
1306 MAX_WINETEXTURESTATES = 13,
1307 } winetexturestates;
1309 /*****************************************************************************
1310 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1312 typedef struct IWineD3DBaseTextureClass
1314 DWORD states[MAX_WINETEXTURESTATES];
1318 float pow2Matrix[16];
1320 WINED3DTEXTUREFILTERTYPE filterType;
1324 UINT srgb_mode_change_count;
1325 const struct min_lookup *minMipLookup;
1326 const GLenum *magLookup;
1327 struct color_fixup_desc shader_color_fixup;
1328 } IWineD3DBaseTextureClass;
1330 typedef struct IWineD3DBaseTextureImpl
1332 /* IUnknown & WineD3DResource Information */
1333 const IWineD3DBaseTextureVtbl *lpVtbl;
1334 IWineD3DResourceClass resource;
1335 IWineD3DBaseTextureClass baseTexture;
1337 } IWineD3DBaseTextureImpl;
1339 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1340 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1341 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1342 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1343 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1344 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1345 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1346 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1347 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1348 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1349 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1350 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1351 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1352 void basetexture_unload(IWineD3DBaseTexture *iface);
1354 /*****************************************************************************
1355 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1357 typedef struct IWineD3DTextureImpl
1359 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1360 const IWineD3DTextureVtbl *lpVtbl;
1361 IWineD3DResourceClass resource;
1362 IWineD3DBaseTextureClass baseTexture;
1364 /* IWineD3DTexture */
1365 IWineD3DSurface *surfaces[MAX_LEVELS];
1372 } IWineD3DTextureImpl;
1374 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1376 /*****************************************************************************
1377 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1379 typedef struct IWineD3DCubeTextureImpl
1381 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1382 const IWineD3DCubeTextureVtbl *lpVtbl;
1383 IWineD3DResourceClass resource;
1384 IWineD3DBaseTextureClass baseTexture;
1386 /* IWineD3DCubeTexture */
1387 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1388 } IWineD3DCubeTextureImpl;
1390 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1392 typedef struct _WINED3DVOLUMET_DESC
1397 } WINED3DVOLUMET_DESC;
1399 /*****************************************************************************
1400 * IWineD3DVolume implementation structure (extends IUnknown)
1402 typedef struct IWineD3DVolumeImpl
1404 /* IUnknown & WineD3DResource fields */
1405 const IWineD3DVolumeVtbl *lpVtbl;
1406 IWineD3DResourceClass resource;
1408 /* WineD3DVolume Information */
1409 WINED3DVOLUMET_DESC currentDesc;
1410 IWineD3DBase *container;
1415 WINED3DBOX lockedBox;
1416 WINED3DBOX dirtyBox;
1420 } IWineD3DVolumeImpl;
1422 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1424 /*****************************************************************************
1425 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1427 typedef struct IWineD3DVolumeTextureImpl
1429 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1430 const IWineD3DVolumeTextureVtbl *lpVtbl;
1431 IWineD3DResourceClass resource;
1432 IWineD3DBaseTextureClass baseTexture;
1434 /* IWineD3DVolumeTexture */
1435 IWineD3DVolume *volumes[MAX_LEVELS];
1436 } IWineD3DVolumeTextureImpl;
1438 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1440 typedef struct _WINED3DSURFACET_DESC
1442 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1443 DWORD MultiSampleQuality;
1446 } WINED3DSURFACET_DESC;
1448 /*****************************************************************************
1449 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1451 typedef struct wineD3DSurface_DIB {
1457 } wineD3DSurface_DIB;
1464 } renderbuffer_entry_t;
1469 IWineD3DSurface **render_targets;
1470 IWineD3DSurface *depth_stencil;
1475 /*****************************************************************************
1476 * IWineD3DClipp implementation structure
1478 typedef struct IWineD3DClipperImpl
1480 const IWineD3DClipperVtbl *lpVtbl;
1485 } IWineD3DClipperImpl;
1488 /*****************************************************************************
1489 * IWineD3DSurface implementation structure
1491 struct IWineD3DSurfaceImpl
1493 /* IUnknown & IWineD3DResource Information */
1494 const IWineD3DSurfaceVtbl *lpVtbl;
1495 IWineD3DResourceClass resource;
1497 /* IWineD3DSurface fields */
1498 IWineD3DBase *container;
1499 WINED3DSURFACET_DESC currentDesc;
1500 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1501 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1505 /* TODO: move this off into a management class(maybe!) */
1512 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1513 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1515 /* Oversized texture */
1524 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1526 glDescriptor glDescription;
1530 wineD3DSurface_DIB dib;
1533 /* Color keys for DDraw */
1534 WINEDDCOLORKEY DestBltCKey;
1535 WINEDDCOLORKEY DestOverlayCKey;
1536 WINEDDCOLORKEY SrcOverlayCKey;
1537 WINEDDCOLORKEY SrcBltCKey;
1540 WINEDDCOLORKEY glCKey;
1542 struct list renderbuffers;
1543 renderbuffer_entry_t *current_renderbuffer;
1545 /* DirectDraw clippers */
1546 IWineD3DClipper *clipper;
1548 /* DirectDraw Overlay handling */
1549 RECT overlay_srcrect;
1550 RECT overlay_destrect;
1551 IWineD3DSurfaceImpl *overlay_dest;
1552 struct list overlays;
1553 struct list overlay_entry;
1556 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1557 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1559 /* Predeclare the shared Surface functions */
1560 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1561 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1562 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1563 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1564 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1565 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1566 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1567 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1568 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1569 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1570 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1571 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1572 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1573 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1574 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1575 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1576 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1577 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1578 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1579 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1580 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1581 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1582 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1583 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1584 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1586 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1587 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1588 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1589 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1590 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1591 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1592 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1594 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1596 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1597 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1599 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1600 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1601 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1602 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1604 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1606 /* Surface flags: */
1607 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1608 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1609 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1610 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1611 #define SFLAG_DISCARD 0x00000010 /* ??? */
1612 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1613 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1614 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1615 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1616 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1617 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1618 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1619 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1620 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1621 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1622 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1623 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1624 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1625 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1626 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1627 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1628 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1629 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1631 /* In some conditions the surface memory must not be freed:
1632 * SFLAG_OVERSIZE: Not all data can be kept in GL
1633 * SFLAG_CONVERTED: Converting the data back would take too long
1634 * SFLAG_DIBSECTION: The dib code manages the memory
1635 * SFLAG_LOCKED: The app requires access to the surface data
1636 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1637 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1638 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1639 * SFLAG_CLIENT: OpenGL uses our memory as backup
1641 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1643 SFLAG_DIBSECTION | \
1651 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1655 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1657 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1659 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1664 CONVERT_PALETTED_CK,
1668 CONVERT_CK_4444_ARGB,
1673 CONVERT_CK_8888_ARGB,
1683 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);
1685 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1687 /*****************************************************************************
1688 * IWineD3DVertexDeclaration implementation structure
1690 typedef struct attrib_declaration {
1693 } attrib_declaration;
1695 #define MAX_ATTRIBS 16
1697 typedef struct IWineD3DVertexDeclarationImpl {
1698 /* IUnknown Information */
1699 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1703 IWineD3DDeviceImpl *wineD3DDevice;
1705 WINED3DVERTEXELEMENT *pDeclarationWine;
1707 UINT declarationWNumElements;
1709 DWORD streams[MAX_STREAMS];
1711 BOOL position_transformed;
1712 BOOL half_float_conv_needed;
1714 /* Ordered array of declaration types that need swizzling in a vshader */
1715 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1716 UINT num_swizzled_attribs;
1717 } IWineD3DVertexDeclarationImpl;
1719 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1721 /*****************************************************************************
1722 * IWineD3DStateBlock implementation structure
1725 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1726 /* Note: Very long winded but gl Lists are not flexible enough */
1727 /* to resolve everything we need, so doing it manually for now */
1728 typedef struct SAVEDSTATES {
1732 BOOL streamSource[MAX_STREAMS];
1733 BOOL streamFreq[MAX_STREAMS];
1734 BOOL textures[MAX_COMBINED_SAMPLERS];
1735 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1737 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1738 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1739 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1740 BOOL clipplane[MAX_CLIPPLANES];
1743 WORD pixelShaderConstantsB;
1744 WORD pixelShaderConstantsI;
1745 BOOL *pixelShaderConstantsF;
1747 WORD vertexShaderConstantsB;
1748 WORD vertexShaderConstantsI;
1749 BOOL *vertexShaderConstantsF;
1764 struct IWineD3DStateBlockImpl
1766 /* IUnknown fields */
1767 const IWineD3DStateBlockVtbl *lpVtbl;
1768 LONG ref; /* Note: Ref counting not required */
1770 /* IWineD3DStateBlock information */
1772 IWineD3DDeviceImpl *wineD3DDevice;
1773 WINED3DSTATEBLOCKTYPE blockType;
1775 /* Array indicating whether things have been set or changed */
1776 SAVEDSTATES changed;
1777 struct list set_vconstantsF;
1778 struct list set_pconstantsF;
1780 /* Drawing - Vertex Shader or FVF related */
1782 /* Vertex Shader Declaration */
1783 IWineD3DVertexDeclaration *vertexDecl;
1785 IWineD3DVertexShader *vertexShader;
1787 /* Vertex Shader Constants */
1788 BOOL vertexShaderConstantB[MAX_CONST_B];
1789 INT vertexShaderConstantI[MAX_CONST_I * 4];
1790 float *vertexShaderConstantF;
1794 UINT streamStride[MAX_STREAMS];
1795 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1796 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1797 UINT streamFreq[MAX_STREAMS + 1];
1798 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1801 IWineD3DIndexBuffer* pIndexData;
1802 INT baseVertexIndex;
1803 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1806 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1808 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1809 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1810 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1811 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1812 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1815 double clipplane[MAX_CLIPPLANES][4];
1816 WINED3DCLIPSTATUS clip_status;
1819 WINED3DVIEWPORT viewport;
1822 WINED3DMATERIAL material;
1825 IWineD3DPixelShader *pixelShader;
1827 /* Pixel Shader Constants */
1828 BOOL pixelShaderConstantB[MAX_CONST_B];
1829 INT pixelShaderConstantI[MAX_CONST_I * 4];
1830 float *pixelShaderConstantF;
1833 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1836 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1837 int textureDimensions[MAX_COMBINED_SAMPLERS];
1839 /* Texture State Stage */
1840 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1841 DWORD lowest_disabled_stage;
1842 /* Sampler States */
1843 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1845 /* Scissor test rectangle */
1848 /* Contained state management */
1849 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1850 unsigned int num_contained_render_states;
1851 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1852 unsigned int num_contained_transform_states;
1853 DWORD contained_vs_consts_i[MAX_CONST_I];
1854 unsigned int num_contained_vs_consts_i;
1855 DWORD contained_vs_consts_b[MAX_CONST_B];
1856 unsigned int num_contained_vs_consts_b;
1857 DWORD *contained_vs_consts_f;
1858 unsigned int num_contained_vs_consts_f;
1859 DWORD contained_ps_consts_i[MAX_CONST_I];
1860 unsigned int num_contained_ps_consts_i;
1861 DWORD contained_ps_consts_b[MAX_CONST_B];
1862 unsigned int num_contained_ps_consts_b;
1863 DWORD *contained_ps_consts_f;
1864 unsigned int num_contained_ps_consts_f;
1865 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1866 unsigned int num_contained_tss_states;
1867 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1868 unsigned int num_contained_sampler_states;
1871 extern void stateblock_savedstates_set(
1872 IWineD3DStateBlock* iface,
1873 SAVEDSTATES* states,
1876 extern void stateblock_copy(
1877 IWineD3DStateBlock* destination,
1878 IWineD3DStateBlock* source);
1880 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1882 /* Direct3D terminology with little modifications. We do not have an issued state
1883 * because only the driver knows about it, but we have a created state because d3d
1884 * allows GetData on a created issue, but opengl doesn't
1891 /*****************************************************************************
1892 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1894 typedef struct IWineD3DQueryImpl
1896 const IWineD3DQueryVtbl *lpVtbl;
1897 LONG ref; /* Note: Ref counting not required */
1900 /*TODO: replace with iface usage */
1902 IWineD3DDevice *wineD3DDevice;
1904 IWineD3DDeviceImpl *wineD3DDevice;
1907 /* IWineD3DQuery fields */
1908 enum query_state state;
1909 WINED3DQUERYTYPE type;
1910 /* TODO: Think about using a IUnknown instead of a void* */
1914 } IWineD3DQueryImpl;
1916 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1917 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1918 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1920 /* Datastructures for IWineD3DQueryImpl.extendedData */
1921 typedef struct WineQueryOcclusionData {
1923 WineD3DContext *ctx;
1924 } WineQueryOcclusionData;
1926 typedef struct WineQueryEventData {
1928 WineD3DContext *ctx;
1929 } WineQueryEventData;
1931 /*****************************************************************************
1932 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1935 typedef struct IWineD3DSwapChainImpl
1938 const IWineD3DSwapChainVtbl *lpVtbl;
1939 LONG ref; /* Note: Ref counting not required */
1942 IWineD3DDeviceImpl *wineD3DDevice;
1944 /* IWineD3DSwapChain fields */
1945 IWineD3DSurface **backBuffer;
1946 IWineD3DSurface *frontBuffer;
1947 WINED3DPRESENT_PARAMETERS presentParms;
1948 DWORD orig_width, orig_height;
1949 WINED3DFORMAT orig_fmt;
1950 WINED3DGAMMARAMP orig_gamma;
1952 long prev_time, frames; /* Performance tracking */
1953 unsigned int vSyncCounter;
1955 WineD3DContext **context; /* Later a array for multithreading */
1956 unsigned int num_contexts;
1959 } IWineD3DSwapChainImpl;
1961 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1962 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1963 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1965 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1966 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1967 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1968 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1969 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1970 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1971 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1972 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1973 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1974 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1975 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1976 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1978 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1980 /*****************************************************************************
1981 * Utility function prototypes
1984 /* Trace routines */
1985 const char* debug_d3dformat(WINED3DFORMAT fmt);
1986 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1987 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1988 const char* debug_d3dusage(DWORD usage);
1989 const char* debug_d3dusagequery(DWORD usagequery);
1990 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1991 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1992 const char* debug_d3ddeclusage(BYTE usage);
1993 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1994 const char* debug_d3drenderstate(DWORD state);
1995 const char* debug_d3dsamplerstate(DWORD state);
1996 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1997 const char* debug_d3dtexturestate(DWORD state);
1998 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1999 const char* debug_d3dpool(WINED3DPOOL pool);
2000 const char *debug_fbostatus(GLenum status);
2001 const char *debug_glerror(GLenum error);
2002 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2003 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2004 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2005 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2006 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2007 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2009 /* Routines for GL <-> D3D values */
2010 GLenum StencilOp(DWORD op);
2011 GLenum CompareFunc(DWORD func);
2012 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2013 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);
2014 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2015 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2016 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2017 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2018 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2020 void surface_force_reload(IWineD3DSurface *iface);
2021 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2022 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2023 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2024 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2025 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2026 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2028 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2029 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2032 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2033 unsigned int count_bits(unsigned int mask);
2035 /*****************************************************************************
2036 * To enable calling of inherited functions, requires prototypes
2038 * Note: Only require classes which are subclassed, ie resource, basetexture,
2041 /* IWineD3DVertexBuffer */
2042 extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2044 /* TODO: Make this dynamic, based on shader limits ? */
2045 #define MAX_REG_ADDR 1
2046 #define MAX_REG_TEMP 32
2047 #define MAX_REG_TEXCRD 8
2048 #define MAX_REG_INPUT 12
2049 #define MAX_REG_OUTPUT 12
2050 #define MAX_CONST_I 16
2051 #define MAX_CONST_B 16
2053 /* FIXME: This needs to go up to 2048 for
2054 * Shader model 3 according to msdn (and for software shaders) */
2055 #define MAX_LABELS 16
2057 typedef struct semantic {
2062 typedef struct local_constant {
2068 typedef struct shader_reg_maps {
2070 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2071 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2072 char address[MAX_REG_ADDR]; /* vertex */
2073 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2074 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2075 char attributes[MAX_ATTRIBS]; /* vertex */
2076 char labels[MAX_LABELS]; /* pixel, vertex */
2077 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2079 /* Sampler usage tokens
2080 * Use 0 as default (bit 31 is always 1 on a valid token) */
2081 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2082 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2083 char usesnrm, vpos, usesdsy;
2086 /* Whether or not loops are used in this shader, and nesting depth */
2087 unsigned loop_depth;
2089 /* Whether or not this shader uses fog */
2094 /* Undocumented opcode controls */
2095 #define INST_CONTROLS_SHIFT 16
2096 #define INST_CONTROLS_MASK 0x00ff0000
2098 typedef enum COMPARISON_TYPE {
2107 typedef struct SHADER_OPCODE {
2108 unsigned int opcode;
2112 CONST UINT num_params;
2113 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2118 typedef struct SHADER_OPCODE_ARG {
2119 IWineD3DBaseShader* shader;
2120 const shader_reg_maps *reg_maps;
2121 CONST SHADER_OPCODE* opcode;
2128 SHADER_BUFFER* buffer;
2129 } SHADER_OPCODE_ARG;
2131 typedef struct SHADER_LIMITS {
2132 unsigned int temporary;
2133 unsigned int texcoord;
2134 unsigned int sampler;
2135 unsigned int constant_int;
2136 unsigned int constant_float;
2137 unsigned int constant_bool;
2138 unsigned int address;
2139 unsigned int packed_output;
2140 unsigned int packed_input;
2141 unsigned int attributes;
2145 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2146 maintain state information between multiple codes */
2147 typedef struct SHADER_PARSE_STATE {
2148 unsigned int current_row;
2149 DWORD texcoord_w[2];
2150 } SHADER_PARSE_STATE;
2153 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2155 #define PRINTF_ATTR(fmt,args)
2158 /* Base Shader utility functions.
2159 * (may move callers into the same file in the future) */
2160 extern int shader_addline(
2161 SHADER_BUFFER* buffer,
2162 const char* fmt, ...) PRINTF_ATTR(2,3);
2164 extern const SHADER_OPCODE* shader_get_opcode(
2165 IWineD3DBaseShader *iface,
2168 /* Vertex shader utility functions */
2169 extern BOOL vshader_get_input(
2170 IWineD3DVertexShader* iface,
2171 BYTE usage_req, BYTE usage_idx_req,
2172 unsigned int* regnum);
2174 extern BOOL vshader_input_is_color(
2175 IWineD3DVertexShader* iface,
2176 unsigned int regnum);
2178 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2180 /* GLSL helper functions */
2181 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2183 /*****************************************************************************
2184 * IDirect3DBaseShader implementation structure
2186 typedef struct IWineD3DBaseShaderClass
2190 SHADER_LIMITS limits;
2191 SHADER_PARSE_STATE parse_state;
2192 CONST SHADER_OPCODE *shader_ins;
2194 UINT functionLength;
2196 UINT cur_loop_depth, cur_loop_regno;
2197 BOOL load_local_constsF;
2199 /* Type of shader backend */
2202 /* Programs this shader is linked with */
2203 struct list linked_programs;
2205 /* Immediate constants (override global ones) */
2206 struct list constantsB;
2207 struct list constantsF;
2208 struct list constantsI;
2209 shader_reg_maps reg_maps;
2211 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2212 UINT num_sampled_samplers;
2214 UINT recompile_count;
2216 /* Pointer to the parent device */
2217 IWineD3DDevice *device;
2218 struct list shader_list_entry;
2220 } IWineD3DBaseShaderClass;
2222 typedef struct IWineD3DBaseShaderImpl {
2224 const IWineD3DBaseShaderVtbl *lpVtbl;
2226 /* IWineD3DBaseShader */
2227 IWineD3DBaseShaderClass baseShader;
2228 } IWineD3DBaseShaderImpl;
2230 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2231 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2232 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2234 extern HRESULT shader_get_registers_used(
2235 IWineD3DBaseShader *iface,
2236 shader_reg_maps* reg_maps,
2237 semantic* semantics_in,
2238 semantic* semantics_out,
2239 CONST DWORD* pToken,
2240 IWineD3DStateBlockImpl *stateBlock);
2242 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2243 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2245 extern void shader_trace_init(
2246 IWineD3DBaseShader *iface,
2247 const DWORD* pFunction);
2249 static inline int shader_get_regtype(const DWORD param) {
2250 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2251 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2254 static inline int shader_get_writemask(const DWORD param) {
2255 return param & WINED3DSP_WRITEMASK_ALL;
2258 static inline BOOL shader_is_pshader_version(DWORD token) {
2259 return 0xFFFF0000 == (token & 0xFFFF0000);
2262 static inline BOOL shader_is_vshader_version(DWORD token) {
2263 return 0xFFFE0000 == (token & 0xFFFF0000);
2266 static inline BOOL shader_is_comment(DWORD token) {
2267 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2270 static inline BOOL shader_is_scalar(DWORD param) {
2271 DWORD reg_type = shader_get_regtype(param);
2275 case WINED3DSPR_RASTOUT:
2276 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2283 case WINED3DSPR_DEPTHOUT: /* oDepth */
2284 case WINED3DSPR_CONSTBOOL: /* b# */
2285 case WINED3DSPR_LOOP: /* aL */
2286 case WINED3DSPR_PREDICATE: /* p0 */
2289 case WINED3DSPR_MISCTYPE:
2290 reg_num = param & WINED3DSP_REGNUM_MASK;
2305 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2306 local_constant* lconst;
2308 if(This->baseShader.load_local_constsF) return FALSE;
2309 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2310 if(lconst->idx == reg) return TRUE;
2316 /*****************************************************************************
2317 * IDirect3DVertexShader implementation structure
2319 typedef struct IWineD3DVertexShaderImpl {
2321 const IWineD3DVertexShaderVtbl *lpVtbl;
2323 /* IWineD3DBaseShader */
2324 IWineD3DBaseShaderClass baseShader;
2326 /* IWineD3DVertexShaderImpl */
2334 /* Vertex shader input and output semantics */
2335 semantic semantics_in [MAX_ATTRIBS];
2336 semantic semantics_out [MAX_REG_OUTPUT];
2338 /* Ordered array of attributes that are swizzled */
2339 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2340 UINT num_swizzled_attribs;
2342 UINT min_rel_offset, max_rel_offset;
2345 UINT recompile_count;
2346 } IWineD3DVertexShaderImpl;
2347 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2348 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2349 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2351 /*****************************************************************************
2352 * IDirect3DPixelShader implementation structure
2355 enum vertexprocessing_mode {
2361 struct stb_const_desc {
2366 /* Stateblock dependent parameters which have to be hardcoded
2367 * into the shader code
2369 struct ps_compile_args {
2370 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
2371 BOOL srgb_correction;
2372 enum vertexprocessing_mode vp_mode;
2373 /* Projected textures(ps 1.0-1.3) */
2374 /* Texture types(2D, Cube, 3D) in ps 1.x */
2377 struct ps_compiled_shader {
2378 struct ps_compile_args args;
2382 typedef struct IWineD3DPixelShaderImpl {
2383 /* IUnknown parts */
2384 const IWineD3DPixelShaderVtbl *lpVtbl;
2386 /* IWineD3DBaseShader */
2387 IWineD3DBaseShaderClass baseShader;
2389 /* IWineD3DPixelShaderImpl */
2392 /* Pixel shader input semantics */
2393 semantic semantics_in [MAX_REG_INPUT];
2394 DWORD input_reg_map[MAX_REG_INPUT];
2395 BOOL input_reg_used[MAX_REG_INPUT];
2396 int declared_in_count;
2399 struct ps_compiled_shader *gl_shaders;
2400 UINT num_gl_shaders;
2402 /* Some information about the shader behavior */
2403 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2404 char numbumpenvmatconsts;
2405 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2407 } IWineD3DPixelShaderImpl;
2409 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2410 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2411 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2412 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2414 /* sRGB correction constants */
2415 static const float srgb_cmp = 0.0031308;
2416 static const float srgb_mul_low = 12.92;
2417 static const float srgb_pow = 0.41666;
2418 static const float srgb_mul_high = 1.055;
2419 static const float srgb_sub_high = 0.055;
2421 /*****************************************************************************
2422 * IWineD3DPalette implementation structure
2424 struct IWineD3DPaletteImpl {
2425 /* IUnknown parts */
2426 const IWineD3DPaletteVtbl *lpVtbl;
2430 IWineD3DDeviceImpl *wineD3DDevice;
2432 /* IWineD3DPalette */
2434 WORD palVersion; /*| */
2435 WORD palNumEntries; /*| LOGPALETTE */
2436 PALETTEENTRY palents[256]; /*| */
2437 /* This is to store the palette in 'screen format' */
2438 int screen_palents[256];
2442 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2443 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2445 /* DirectDraw utility functions */
2446 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2448 /*****************************************************************************
2449 * Pixel format management
2452 struct GlPixelFormatDesc
2455 GLint glGammaInternal;
2461 struct color_fixup_desc color_fixup;
2465 WINED3DFORMAT format;
2466 DWORD alphaMask, redMask, greenMask, blueMask;
2468 short depthSize, stencilSize;
2470 } StaticPixelFormatDesc;
2472 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2473 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2475 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2476 return (device->vs_selected_mode != SHADER_NONE
2477 && device->stateBlock->vertexShader
2478 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2479 && !device->strided_streams.u.s.position_transformed);
2482 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2483 return (device->ps_selected_mode != SHADER_NONE
2484 && device->stateBlock->pixelShader
2485 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2488 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2489 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);