2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
238 #define ORM_BACKBUFFER 0
242 #define SHADER_GLSL 2
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
270 int allow_multisampling;
271 BOOL strict_draw_ordering;
272 } wined3d_settings_t;
274 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
276 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
278 WINED3DSTT_UNKNOWN = 0,
282 WINED3DSTT_VOLUME = 4,
283 } WINED3DSAMPLER_TEXTURE_TYPE;
285 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
288 WINED3DSPR_INPUT = 1,
289 WINED3DSPR_CONST = 2,
291 WINED3DSPR_TEXTURE = 3,
292 WINED3DSPR_RASTOUT = 4,
293 WINED3DSPR_ATTROUT = 5,
294 WINED3DSPR_TEXCRDOUT = 6,
295 WINED3DSPR_OUTPUT = 6,
296 WINED3DSPR_CONSTINT = 7,
297 WINED3DSPR_COLOROUT = 8,
298 WINED3DSPR_DEPTHOUT = 9,
299 WINED3DSPR_SAMPLER = 10,
300 WINED3DSPR_CONST2 = 11,
301 WINED3DSPR_CONST3 = 12,
302 WINED3DSPR_CONST4 = 13,
303 WINED3DSPR_CONSTBOOL = 14,
304 WINED3DSPR_LOOP = 15,
305 WINED3DSPR_TEMPFLOAT16 = 16,
306 WINED3DSPR_MISCTYPE = 17,
307 WINED3DSPR_LABEL = 18,
308 WINED3DSPR_PREDICATE = 19,
310 WINED3DSPR_CONSTBUFFER,
311 } WINED3DSHADER_PARAM_REGISTER_TYPE;
313 enum wined3d_immconst_type
315 WINED3D_IMMCONST_FLOAT,
316 WINED3D_IMMCONST_FLOAT4,
319 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
321 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
323 WINED3DSPSM_NONE = 0,
325 WINED3DSPSM_BIAS = 2,
326 WINED3DSPSM_BIASNEG = 3,
327 WINED3DSPSM_SIGN = 4,
328 WINED3DSPSM_SIGNNEG = 5,
329 WINED3DSPSM_COMP = 6,
331 WINED3DSPSM_X2NEG = 8,
334 WINED3DSPSM_ABS = 11,
335 WINED3DSPSM_ABSNEG = 12,
336 WINED3DSPSM_NOT = 13,
337 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
339 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
340 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
341 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
342 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
343 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
345 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
347 WINED3DSPDM_NONE = 0,
348 WINED3DSPDM_SATURATE = 1,
349 WINED3DSPDM_PARTIALPRECISION = 2,
350 WINED3DSPDM_MSAMPCENTROID = 4,
351 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
353 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
354 #define WINED3DSI_TEXLD_PROJECT 1
355 #define WINED3DSI_TEXLD_BIAS 2
357 typedef enum COMPARISON_TYPE
367 #define WINED3D_SM1_VS 0xfffe
368 #define WINED3D_SM1_PS 0xffff
369 #define WINED3D_SM4_PS 0x0000
370 #define WINED3D_SM4_VS 0x0001
371 #define WINED3D_SM4_GS 0x0002
373 /* Shader version tokens, and shader end tokens */
374 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
375 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
377 /* Shader backends */
379 /* TODO: Make this dynamic, based on shader limits ? */
380 #define MAX_ATTRIBS 16
381 #define MAX_REG_ADDR 1
382 #define MAX_REG_TEMP 32
383 #define MAX_REG_TEXCRD 8
384 #define MAX_REG_INPUT 12
385 #define MAX_REG_OUTPUT 12
386 #define MAX_CONST_I 16
387 #define MAX_CONST_B 16
389 /* FIXME: This needs to go up to 2048 for
390 * Shader model 3 according to msdn (and for software shaders) */
391 #define MAX_LABELS 16
393 #define SHADER_PGMSIZE 65535
395 struct wined3d_shader_buffer
403 enum WINED3D_SHADER_INSTRUCTION_HANDLER
477 WINED3DSIH_TEXDP3TEX,
481 WINED3DSIH_TEXM3x2DEPTH,
482 WINED3DSIH_TEXM3x2PAD,
483 WINED3DSIH_TEXM3x2TEX,
485 WINED3DSIH_TEXM3x3DIFF,
486 WINED3DSIH_TEXM3x3PAD,
487 WINED3DSIH_TEXM3x3SPEC,
488 WINED3DSIH_TEXM3x3TEX,
489 WINED3DSIH_TEXM3x3VSPEC,
490 WINED3DSIH_TEXREG2AR,
491 WINED3DSIH_TEXREG2GB,
492 WINED3DSIH_TEXREG2RGB,
493 WINED3DSIH_TABLE_SIZE
496 enum wined3d_shader_type
498 WINED3D_SHADER_TYPE_PIXEL,
499 WINED3D_SHADER_TYPE_VERTEX,
500 WINED3D_SHADER_TYPE_GEOMETRY,
503 struct wined3d_shader_version
505 enum wined3d_shader_type type;
510 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
512 typedef struct shader_reg_maps
514 struct wined3d_shader_version shader_version;
515 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
516 BYTE address; /* MAX_REG_ADDR, 1 */
517 WORD labels; /* MAX_LABELS, 16 */
518 DWORD temporary; /* MAX_REG_TEMP, 32 */
519 DWORD *constf; /* pixel, vertex */
520 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
521 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
522 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
523 WORD integer_constants; /* MAX_CONST_I, 16 */
524 WORD boolean_constants; /* MAX_CONST_B, 16 */
525 WORD local_int_consts; /* MAX_CONST_I, 16 */
526 WORD local_bool_consts; /* MAX_CONST_B, 16 */
528 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
529 BYTE bumpmat; /* MAX_TEXTURES, 8 */
530 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
539 WORD usesrelconstF : 1;
546 /* Whether or not loops are used in this shader, and nesting depth */
548 unsigned highest_render_target;
552 struct wined3d_shader_context
554 IWineD3DBaseShader *shader;
555 const struct wined3d_gl_info *gl_info;
556 const struct shader_reg_maps *reg_maps;
557 struct wined3d_shader_buffer *buffer;
561 struct wined3d_shader_register
563 WINED3DSHADER_PARAM_REGISTER_TYPE type;
566 const struct wined3d_shader_src_param *rel_addr;
567 enum wined3d_immconst_type immconst_type;
568 DWORD immconst_data[4];
571 struct wined3d_shader_dst_param
573 struct wined3d_shader_register reg;
579 struct wined3d_shader_src_param
581 struct wined3d_shader_register reg;
586 struct wined3d_shader_instruction
588 const struct wined3d_shader_context *ctx;
589 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
594 const struct wined3d_shader_dst_param *dst;
596 const struct wined3d_shader_src_param *src;
599 struct wined3d_shader_semantic
601 WINED3DDECLUSAGE usage;
603 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
604 struct wined3d_shader_dst_param reg;
607 struct wined3d_shader_attribute
609 WINED3DDECLUSAGE usage;
613 struct wined3d_shader_loop_control
620 struct wined3d_shader_frontend
622 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
623 void (*shader_free)(void *data);
624 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
625 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
626 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
627 struct wined3d_shader_src_param *src_rel_addr);
628 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
629 struct wined3d_shader_src_param *dst_rel_addr);
630 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
631 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
632 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
635 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
636 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
638 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
641 DWORD VertexShaderVersion;
642 DWORD MaxVertexShaderConst;
644 DWORD PixelShaderVersion;
645 float PixelShader1xMaxValue;
646 DWORD MaxPixelShaderConst;
661 enum vertexprocessing_mode {
667 #define WINED3D_CONST_NUM_UNUSED ~0U
676 /* Stateblock dependent parameters which have to be hardcoded
677 * into the shader code
679 struct ps_compile_args {
680 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
681 enum vertexprocessing_mode vp_mode;
683 /* Projected textures(ps 1.0-1.3) */
684 /* Texture types(2D, Cube, 3D) in ps 1.x */
685 BOOL srgb_correction;
687 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
688 D3D9 has a limit of 16 samplers and the fixup is superfluous
689 in D3D10 (unconditional NP2 support mandatory). */
697 struct vs_compile_args {
700 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
703 struct wined3d_context;
706 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
707 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
708 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size);
709 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
710 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
711 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
712 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
713 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
714 void (*shader_destroy)(IWineD3DBaseShader *iface);
715 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
716 void (*shader_free_private)(IWineD3DDevice *iface);
717 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
718 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
719 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
720 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
723 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
724 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
725 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
729 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
730 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
732 /* As GLX relies on X, this is needed */
733 extern int num_lock DECLSPEC_HIDDEN;
736 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
737 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
739 #define ENTER_GL() wine_tsx11_lock_ptr()
740 #define LEAVE_GL() wine_tsx11_unlock_ptr()
743 /*****************************************************************************
747 /* GL related defines */
748 /* ------------------ */
749 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
751 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
752 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
753 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
754 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
756 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
757 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
758 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
759 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
761 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
762 (vec)[0] = D3DCOLOR_R(dw); \
763 (vec)[1] = D3DCOLOR_G(dw); \
764 (vec)[2] = D3DCOLOR_B(dw); \
765 (vec)[3] = D3DCOLOR_A(dw); \
768 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
770 /* Checking of API calls */
771 /* --------------------- */
772 #ifndef WINE_NO_DEBUG_MSGS
773 #define checkGLcall(A) \
776 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
777 err = glGetError(); \
778 if (err == GL_NO_ERROR) { \
779 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
782 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
783 debug_glerror(err), err, A, __FILE__, __LINE__); \
784 err = glGetError(); \
785 } while (err != GL_NO_ERROR); \
788 #define checkGLcall(A) do {} while(0)
791 /* Trace routines / diagnostics */
792 /* ---------------------------- */
794 /* Dump out a matrix and copy it */
795 #define conv_mat(mat,gl_mat) \
797 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
798 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
799 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
800 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
801 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
804 /* Trace vector and strided data information */
805 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
806 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
807 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
808 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
810 /* Advance declaration of structures to satisfy compiler */
811 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
812 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
813 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
814 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
815 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
817 /* Global variables */
818 extern const float identity[16] DECLSPEC_HIDDEN;
820 /*****************************************************************************
821 * Compilable extra diagnostics
824 /* TODO: Confirm each of these works when wined3d move completed */
825 #if 0 /* NOTE: Must be 0 in cvs */
826 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
827 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
828 is enabled, and if it doesn't exist it is disabled. */
829 # define FRAME_DEBUGGING
830 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
831 the file is deleted */
832 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
833 # define SINGLE_FRAME_DEBUGGING
835 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
836 It can only be enabled when FRAME_DEBUGGING is also enabled
837 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
839 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
840 # define SHOW_FRAME_MAKEUP 1
842 /* The following, when enabled, lets you see the makeup of the all the textures used during each
843 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
844 The contents of the textures assigned to each stage are written into
845 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
846 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
847 # define SHOW_TEXTURE_MAKEUP 0
850 extern BOOL isDumpingFrames;
851 extern LONG primCounter;
856 WINED3D_FFP_POSITION = 0,
857 WINED3D_FFP_BLENDWEIGHT = 1,
858 WINED3D_FFP_BLENDINDICES = 2,
859 WINED3D_FFP_NORMAL = 3,
860 WINED3D_FFP_PSIZE = 4,
861 WINED3D_FFP_DIFFUSE = 5,
862 WINED3D_FFP_SPECULAR = 6,
863 WINED3D_FFP_TEXCOORD0 = 7,
864 WINED3D_FFP_TEXCOORD1 = 8,
865 WINED3D_FFP_TEXCOORD2 = 9,
866 WINED3D_FFP_TEXCOORD3 = 10,
867 WINED3D_FFP_TEXCOORD4 = 11,
868 WINED3D_FFP_TEXCOORD5 = 12,
869 WINED3D_FFP_TEXCOORD6 = 13,
870 WINED3D_FFP_TEXCOORD7 = 14,
873 enum wined3d_ffp_emit_idx
875 WINED3D_FFP_EMIT_FLOAT1 = 0,
876 WINED3D_FFP_EMIT_FLOAT2 = 1,
877 WINED3D_FFP_EMIT_FLOAT3 = 2,
878 WINED3D_FFP_EMIT_FLOAT4 = 3,
879 WINED3D_FFP_EMIT_D3DCOLOR = 4,
880 WINED3D_FFP_EMIT_UBYTE4 = 5,
881 WINED3D_FFP_EMIT_SHORT2 = 6,
882 WINED3D_FFP_EMIT_SHORT4 = 7,
883 WINED3D_FFP_EMIT_UBYTE4N = 8,
884 WINED3D_FFP_EMIT_SHORT2N = 9,
885 WINED3D_FFP_EMIT_SHORT4N = 10,
886 WINED3D_FFP_EMIT_USHORT2N = 11,
887 WINED3D_FFP_EMIT_USHORT4N = 12,
888 WINED3D_FFP_EMIT_UDEC3 = 13,
889 WINED3D_FFP_EMIT_DEC3N = 14,
890 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
891 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
892 WINED3D_FFP_EMIT_COUNT = 17
895 struct wined3d_stream_info_element
897 const struct wined3d_format_desc *format_desc;
901 GLuint buffer_object;
904 struct wined3d_stream_info
906 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
907 BOOL position_transformed;
908 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
909 WORD use_map; /* MAX_ATTRIBS, 16 */
912 /*****************************************************************************
916 /* Routine common to the draw primitive and draw indexed primitive routines */
917 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
918 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
919 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
921 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
922 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
923 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
924 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
925 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
926 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
928 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
932 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
933 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
935 /* Routines and structures related to state management */
937 #define STATE_RENDER(a) (a)
938 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
940 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
941 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
943 /* + 1 because samplers start with 0 */
944 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
945 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
947 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
948 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
950 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
951 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
953 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
954 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
955 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
956 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
958 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
959 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
961 #define STATE_VSHADER (STATE_VDECL + 1)
962 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
964 #define STATE_VIEWPORT (STATE_VSHADER + 1)
965 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
967 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
968 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
969 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
970 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
972 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
973 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
975 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
976 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
978 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
979 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
981 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
982 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
984 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
985 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
987 #define STATE_HIGHEST (STATE_FRONTFACE)
995 #define WINED3D_MAX_FBO_ENTRIES 64
997 struct wined3d_occlusion_query
1001 struct wined3d_context *context;
1004 union wined3d_gl_query_object
1010 struct wined3d_event_query
1013 union wined3d_gl_query_object object;
1014 struct wined3d_context *context;
1017 enum wined3d_event_query_result
1019 WINED3D_EVENT_QUERY_OK,
1020 WINED3D_EVENT_QUERY_WAITING,
1021 WINED3D_EVENT_QUERY_NOT_STARTED,
1022 WINED3D_EVENT_QUERY_WRONG_THREAD,
1023 WINED3D_EVENT_QUERY_ERROR
1026 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1027 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1028 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1029 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1030 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1032 struct wined3d_context
1034 const struct wined3d_gl_info *gl_info;
1035 /* State dirtification
1036 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1037 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1038 * 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
1039 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1041 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1042 DWORD numDirtyEntries;
1043 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1045 IWineD3DSwapChainImpl *swapchain;
1046 IWineD3DSurfaceImpl *current_rt;
1047 DWORD tid; /* Thread ID which owns this context at the moment */
1049 /* Stores some information about the context state for optimization */
1050 WORD render_offscreen : 1;
1051 WORD draw_buffer_dirty : 1;
1052 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1053 WORD last_was_pshader : 1;
1054 WORD last_was_vshader : 1;
1055 WORD namedArraysLoaded : 1;
1056 WORD numberedArraysLoaded : 1;
1057 WORD last_was_blit : 1;
1058 WORD last_was_ckey : 1;
1060 WORD fog_enabled : 1;
1061 WORD num_untracked_materials : 2; /* Max value 2 */
1065 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1066 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1067 DWORD numbered_array_mask;
1068 GLenum tracking_parm; /* Which source is tracking current colour */
1069 GLenum untracked_materials[2];
1070 UINT blit_w, blit_h;
1071 enum fogsource fog_source;
1073 char *vshader_const_dirty, *pshader_const_dirty;
1075 /* The actual opengl context */
1086 UINT fbo_entry_count;
1087 struct list fbo_list;
1088 struct list fbo_destroy_list;
1089 struct fbo_entry *current_fbo;
1092 GLuint fbo_read_binding;
1093 GLuint fbo_draw_binding;
1097 GLuint *free_occlusion_queries;
1098 UINT free_occlusion_query_size;
1099 UINT free_occlusion_query_count;
1100 struct list occlusion_queries;
1102 union wined3d_gl_query_object *free_event_queries;
1103 UINT free_event_query_size;
1104 UINT free_event_query_count;
1105 struct list event_queries;
1107 /* Extension emulation */
1108 GLint gl_fog_source;
1109 GLfloat fog_coord_value;
1110 GLfloat color[4], fogstart, fogend, fogcolor[4];
1111 GLuint dummy_arbfp_prog;
1114 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1118 DWORD representative;
1119 APPLYSTATEFUNC apply;
1122 struct StateEntryTemplate
1125 struct StateEntry content;
1126 GL_SupportedExt extension;
1129 struct fragment_caps
1131 DWORD PrimitiveMiscCaps;
1132 DWORD TextureOpCaps;
1133 DWORD MaxTextureBlendStages;
1134 DWORD MaxSimultaneousTextures;
1137 struct fragment_pipeline
1139 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1140 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1141 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1142 void (*free_private)(IWineD3DDevice *iface);
1143 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1144 const struct StateEntryTemplate *states;
1145 BOOL ffp_proj_control;
1148 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1149 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1150 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1151 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1152 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1153 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1154 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1156 /* "Base" state table */
1157 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1158 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1159 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1167 /* Shaders for color conversions in blits */
1170 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1171 void (*free_private)(IWineD3DDevice *iface);
1172 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1173 void (*unset_shader)(IWineD3DDevice *iface);
1174 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1175 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1176 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1177 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1180 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1181 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1182 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1184 /* Temporary blit_shader helper functions */
1185 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1186 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1187 DWORD Filter) DECLSPEC_HIDDEN;
1189 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
1190 void context_alloc_event_query(struct wined3d_context *context,
1191 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1192 void context_alloc_occlusion_query(struct wined3d_context *context,
1193 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1194 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1195 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1196 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1197 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1198 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1199 void context_attach_surface_fbo(const struct wined3d_context *context,
1200 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1201 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1202 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1203 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1204 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1205 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1206 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1207 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1208 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1209 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1210 void context_resource_released(IWineD3DDevice *iface,
1211 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1212 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1213 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1214 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1215 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1217 /* Macros for doing basic GPU detection based on opengl capabilities */
1218 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1219 #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])
1220 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1221 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1222 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1224 /*****************************************************************************
1225 * Internal representation of a light
1227 struct wined3d_light_info
1229 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1230 DWORD OriginalIndex;
1234 /* Converted parms to speed up swapping lights */
1243 /* The default light parameters */
1244 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1246 typedef struct WineD3D_PixelFormat
1248 int iPixelFormat; /* WGL pixel format */
1249 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1250 int redSize, greenSize, blueSize, alphaSize, colorSize;
1251 int depthSize, stencilSize;
1252 BOOL windowDrawable;
1256 } WineD3D_PixelFormat;
1258 enum wined3d_gl_vendor
1269 enum wined3d_pci_vendor
1271 HW_VENDOR_SOFTWARE = 0x0000,
1272 HW_VENDOR_ATI = 0x1002,
1273 HW_VENDOR_NVIDIA = 0x10de,
1274 HW_VENDOR_INTEL = 0x8086,
1277 enum wined3d_pci_device
1281 CARD_ATI_RAGE_128PRO = 0x5246,
1282 CARD_ATI_RADEON_7200 = 0x5144,
1283 CARD_ATI_RADEON_8500 = 0x514c,
1284 CARD_ATI_RADEON_9500 = 0x4144,
1285 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1286 CARD_ATI_RADEON_X700 = 0x5e4c,
1287 CARD_ATI_RADEON_X1600 = 0x71c2,
1288 CARD_ATI_RADEON_HD2350 = 0x94c7,
1289 CARD_ATI_RADEON_HD2600 = 0x9581,
1290 CARD_ATI_RADEON_HD2900 = 0x9400,
1291 CARD_ATI_RADEON_HD3200 = 0x9620,
1292 CARD_ATI_RADEON_HD4350 = 0x954f,
1293 CARD_ATI_RADEON_HD4550 = 0x9540,
1294 CARD_ATI_RADEON_HD4600 = 0x9495,
1295 CARD_ATI_RADEON_HD4650 = 0x9498,
1296 CARD_ATI_RADEON_HD4670 = 0x9490,
1297 CARD_ATI_RADEON_HD4700 = 0x944e,
1298 CARD_ATI_RADEON_HD4770 = 0x94b3,
1299 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1300 CARD_ATI_RADEON_HD4830 = 0x944c,
1301 CARD_ATI_RADEON_HD4850 = 0x9442,
1302 CARD_ATI_RADEON_HD4870 = 0x9440,
1303 CARD_ATI_RADEON_HD4890 = 0x9460,
1304 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1305 CARD_ATI_RADEON_HD5750 = 0x68BE,
1306 CARD_ATI_RADEON_HD5770 = 0x68B8,
1307 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1308 CARD_ATI_RADEON_HD5850 = 0x6898,
1309 CARD_ATI_RADEON_HD5870 = 0x6899,
1311 CARD_NVIDIA_RIVA_128 = 0x0018,
1312 CARD_NVIDIA_RIVA_TNT = 0x0020,
1313 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1314 CARD_NVIDIA_GEFORCE = 0x0100,
1315 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1316 CARD_NVIDIA_GEFORCE2 = 0x0150,
1317 CARD_NVIDIA_GEFORCE3 = 0x0200,
1318 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1319 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1320 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1321 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1322 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1323 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1324 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1325 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1326 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1327 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1328 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1329 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1330 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1331 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1332 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1333 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1334 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1335 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1336 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1337 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1338 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1339 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1340 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1341 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1342 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1343 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1344 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1345 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1346 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1348 CARD_INTEL_845G = 0x2562,
1349 CARD_INTEL_I830G = 0x3577,
1350 CARD_INTEL_I855G = 0x3582,
1351 CARD_INTEL_I865G = 0x2572,
1352 CARD_INTEL_I915G = 0x2582,
1353 CARD_INTEL_I915GM = 0x2592,
1354 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1355 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1358 struct wined3d_fbo_ops
1360 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1361 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1362 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1363 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1364 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1365 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1366 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1367 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1368 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1369 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1370 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1371 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1372 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1373 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1374 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1375 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1376 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1377 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1378 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1381 struct wined3d_gl_limits
1386 UINT texture_stages;
1387 UINT fragment_samplers;
1388 UINT vertex_samplers;
1389 UINT combined_samplers;
1390 UINT general_combiners;
1391 UINT sampler_stages;
1394 UINT texture3d_size;
1395 float pointsize_max;
1396 float pointsize_min;
1397 UINT point_sprite_units;
1403 UINT glsl_vs_float_constants;
1404 UINT glsl_ps_float_constants;
1406 UINT arb_vs_float_constants;
1407 UINT arb_vs_native_constants;
1408 UINT arb_vs_instructions;
1410 UINT arb_ps_float_constants;
1411 UINT arb_ps_local_constants;
1412 UINT arb_ps_native_constants;
1413 UINT arb_ps_instructions;
1417 struct wined3d_gl_info
1421 struct wined3d_gl_limits limits;
1422 DWORD reserved_glsl_constants;
1424 BOOL supported[WINED3D_GL_EXT_COUNT];
1425 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1427 struct wined3d_fbo_ops fbo_ops;
1428 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1429 /* GL function pointers */
1431 /* WGL function pointers */
1435 struct wined3d_format_desc *gl_formats;
1438 struct wined3d_driver_info
1440 enum wined3d_pci_vendor vendor;
1441 enum wined3d_pci_device device;
1443 const char *description;
1448 /* The adapter structure */
1449 struct wined3d_adapter
1454 struct wined3d_gl_info gl_info;
1455 struct wined3d_driver_info driver_info;
1456 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1458 WineD3D_PixelFormat *cfgs;
1459 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1460 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1461 unsigned int UsedTextureRam;
1464 const struct fragment_pipeline *fragment_pipe;
1465 const shader_backend_t *shader_backend;
1466 const struct blit_shader *blitter;
1469 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1470 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1471 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1472 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1474 /*****************************************************************************
1475 * High order patch management
1477 struct WineD3DRectPatch
1481 WineDirect3DVertexStridedData strided;
1482 WINED3DRECTPATCH_INFO RectPatchInfo;
1484 char has_normals, has_texcoords;
1488 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1490 enum projection_types
1503 /*****************************************************************************
1504 * Fixed function pipeline replacements
1506 #define ARG_UNUSED 0xff
1507 struct texture_stage_op
1519 struct color_fixup_desc color_fixup;
1520 unsigned tex_type : 3;
1522 unsigned projected : 2;
1523 unsigned padding : 10;
1526 struct ffp_frag_settings {
1527 struct texture_stage_op op[MAX_TEXTURES];
1529 /* Use shorts instead of chars to get dword alignment */
1530 unsigned short sRGB_write;
1531 unsigned short emul_clipplanes;
1534 struct ffp_frag_desc
1536 struct wine_rb_entry entry;
1537 struct ffp_frag_settings settings;
1540 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1541 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1543 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1544 BOOL ignore_textype) DECLSPEC_HIDDEN;
1545 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1546 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1547 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1549 /*****************************************************************************
1550 * IWineD3D implementation structure
1552 typedef struct IWineD3DImpl
1554 /* IUnknown fields */
1555 const IWineD3DVtbl *lpVtbl;
1556 LONG ref; /* Note: Ref counting not required */
1558 /* WineD3D Information */
1563 struct wined3d_adapter adapters[1];
1566 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1567 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1568 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1570 /*****************************************************************************
1571 * IWineD3DDevice implementation structure
1573 #define WINED3D_UNMAPPED_STAGE ~0U
1575 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1576 #define WINED3DCREATE_MULTITHREADED 0x00000004
1578 struct IWineD3DDeviceImpl
1580 /* IUnknown fields */
1581 const IWineD3DDeviceVtbl *lpVtbl;
1582 LONG ref; /* Note: Ref counting not required */
1584 /* WineD3D Information */
1586 IWineD3DDeviceParent *device_parent;
1588 struct wined3d_adapter *adapter;
1590 /* Window styles to restore when switching fullscreen mode */
1594 /* X and GL Information */
1595 GLint maxConcurrentLights;
1596 GLenum offscreenBuffer;
1598 /* Selected capabilities */
1599 int vs_selected_mode;
1600 int ps_selected_mode;
1601 const shader_backend_t *shader_backend;
1603 void *fragment_priv;
1605 struct StateEntry StateTable[STATE_HIGHEST + 1];
1606 /* Array of functions for states which are handled by more than one pipeline part */
1607 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1608 const struct fragment_pipeline *frag_pipe;
1609 const struct blit_shader *blitter;
1611 unsigned int max_ffp_textures;
1612 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1615 WORD view_ident : 1; /* true iff view matrix is identity */
1616 WORD untransformed : 1;
1617 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1618 WORD isRecordingState : 1;
1620 WORD bCursorVisible : 1;
1621 WORD haveHardwareCursor : 1;
1622 WORD d3d_initialized : 1;
1623 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1624 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1625 WORD useDrawStridedSlow : 1;
1626 WORD instancedDraw : 1;
1627 WORD filter_messages : 1;
1630 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1632 #define DDRAW_PITCH_ALIGNMENT 8
1633 #define D3D8_PITCH_ALIGNMENT 4
1634 unsigned char surface_alignment; /* Line Alignment of surfaces */
1636 /* State block related */
1637 IWineD3DStateBlockImpl *stateBlock;
1638 IWineD3DStateBlockImpl *updateStateBlock;
1640 /* Internal use fields */
1641 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1642 WINED3DDEVTYPE devType;
1645 IWineD3DSwapChain **swapchains;
1646 UINT NumberOfSwapChains;
1648 struct list resources; /* a linked list to track resources created by the device */
1649 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1650 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1652 /* Render Target Support */
1653 IWineD3DSurfaceImpl **render_targets;
1654 IWineD3DSurfaceImpl *auto_depth_stencil;
1655 IWineD3DSurfaceImpl *onscreen_depth_stencil;
1656 IWineD3DSurfaceImpl *depth_stencil;
1658 /* palettes texture management */
1659 UINT NumberOfPalettes;
1660 PALETTEENTRY **palettes;
1661 UINT currentPalette;
1663 /* For rendering to a texture using glCopyTexImage */
1664 GLenum *draw_buffers;
1665 GLuint depth_blt_texture;
1666 GLuint depth_blt_rb;
1667 UINT depth_blt_rb_w;
1668 UINT depth_blt_rb_h;
1670 /* Cursor management */
1675 UINT cursorWidth, cursorHeight;
1676 GLuint cursorTexture;
1677 HCURSOR hardwareCursor;
1679 /* The Wine logo surface */
1680 IWineD3DSurface *logo_surface;
1682 /* Textures for when no other textures are mapped */
1683 UINT dummyTextureName[MAX_TEXTURES];
1685 /* DirectDraw stuff */
1686 DWORD ddraw_width, ddraw_height;
1687 WINED3DFORMAT ddraw_format;
1689 /* Final position fixup constant */
1692 /* With register combiners we can skip junk texture stages */
1693 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1694 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1696 /* Stream source management */
1697 struct wined3d_stream_info strided_streams;
1698 const WineDirect3DVertexStridedData *up_strided;
1699 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1700 unsigned int num_buffer_queries;
1702 /* Context management */
1703 struct wined3d_context **contexts;
1706 /* High level patch management */
1707 #define PATCHMAP_SIZE 43
1708 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1709 struct list patches[PATCHMAP_SIZE];
1710 struct WineD3DRectPatch *currentPatch;
1713 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1714 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1715 void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
1716 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1717 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1718 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1719 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1720 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1721 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1722 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1723 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1724 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1725 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1726 void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
1727 IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1728 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1729 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1730 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1731 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1732 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1734 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1736 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1737 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1738 return context->isStateDirty[idx] & (1 << shift);
1741 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1742 typedef struct PrivateData
1747 DWORD flags; /* DDSPD_* */
1758 /*****************************************************************************
1759 * IWineD3DResource implementation structure
1761 typedef struct IWineD3DResourceClass
1763 /* IUnknown fields */
1764 LONG ref; /* Note: Ref counting not required */
1766 /* WineD3DResource Information */
1768 WINED3DRESOURCETYPE resourceType;
1769 IWineD3DDeviceImpl *device;
1773 const struct wined3d_format_desc *format_desc;
1775 BYTE *allocatedMemory; /* Pointer to the real data location */
1776 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1777 struct list privateData;
1778 struct list resource_list_entry;
1779 const struct wined3d_parent_ops *parent_ops;
1780 } IWineD3DResourceClass;
1782 typedef struct IWineD3DResourceImpl
1784 /* IUnknown & WineD3DResource Information */
1785 const IWineD3DResourceVtbl *lpVtbl;
1786 IWineD3DResourceClass resource;
1787 } IWineD3DResourceImpl;
1789 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1790 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1791 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1792 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1793 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1794 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1795 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1796 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1797 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1798 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1799 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1800 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1801 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1803 /* Tests show that the start address of resources is 32 byte aligned */
1804 #define RESOURCE_ALIGNMENT 16
1806 /*****************************************************************************
1807 * IWineD3DBaseTexture D3D- > openGL state map lookups
1810 typedef enum winetexturestates {
1811 WINED3DTEXSTA_ADDRESSU = 0,
1812 WINED3DTEXSTA_ADDRESSV = 1,
1813 WINED3DTEXSTA_ADDRESSW = 2,
1814 WINED3DTEXSTA_BORDERCOLOR = 3,
1815 WINED3DTEXSTA_MAGFILTER = 4,
1816 WINED3DTEXSTA_MINFILTER = 5,
1817 WINED3DTEXSTA_MIPFILTER = 6,
1818 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1819 WINED3DTEXSTA_MAXANISOTROPY = 8,
1820 WINED3DTEXSTA_SRGBTEXTURE = 9,
1821 WINED3DTEXSTA_ELEMENTINDEX = 10,
1822 WINED3DTEXSTA_DMAPOFFSET = 11,
1823 WINED3DTEXSTA_TSSADDRESSW = 12,
1824 MAX_WINETEXTURESTATES = 13,
1825 } winetexturestates;
1829 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1830 SRGB_RGB = 1, /* Loads the rgb texture */
1831 SRGB_SRGB = 2, /* Loads the srgb texture */
1832 SRGB_BOTH = 3, /* Loads both textures */
1837 DWORD states[MAX_WINETEXTURESTATES];
1842 /*****************************************************************************
1843 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1845 typedef struct IWineD3DBaseTextureClass
1847 struct gl_texture texture_rgb, texture_srgb;
1848 IWineD3DResourceImpl **sub_resources;
1851 float pow2Matrix[16];
1853 WINED3DTEXTUREFILTERTYPE filterType;
1857 BOOL pow2Matrix_identity;
1858 const struct min_lookup *minMipLookup;
1859 const GLenum *magLookup;
1860 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1861 } IWineD3DBaseTextureClass;
1863 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1864 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1865 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
1866 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1867 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1869 typedef struct IWineD3DBaseTextureImpl
1871 /* IUnknown & WineD3DResource Information */
1872 const IWineD3DBaseTextureVtbl *lpVtbl;
1873 IWineD3DResourceClass resource;
1874 IWineD3DBaseTextureClass baseTexture;
1876 } IWineD3DBaseTextureImpl;
1878 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1879 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1880 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1881 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1882 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1883 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1884 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1885 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1886 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1887 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1888 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1889 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture,
1890 UINT layer, UINT level) DECLSPEC_HIDDEN;
1891 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
1892 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
1893 const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
1894 const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1895 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1896 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1897 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1898 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1899 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1901 /*****************************************************************************
1902 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1904 typedef struct IWineD3DTextureImpl
1906 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1907 const IWineD3DTextureVtbl *lpVtbl;
1908 IWineD3DResourceClass resource;
1909 IWineD3DBaseTextureClass baseTexture;
1911 /* IWineD3DTexture */
1915 } IWineD3DTextureImpl;
1917 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1918 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1919 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1921 /*****************************************************************************
1922 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1924 typedef struct IWineD3DCubeTextureImpl
1926 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1927 const IWineD3DCubeTextureVtbl *lpVtbl;
1928 IWineD3DResourceClass resource;
1929 IWineD3DBaseTextureClass baseTexture;
1930 } IWineD3DCubeTextureImpl;
1932 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1933 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1934 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1936 typedef struct _WINED3DVOLUMET_DESC
1941 } WINED3DVOLUMET_DESC;
1943 /*****************************************************************************
1944 * IWineD3DVolume implementation structure (extends IUnknown)
1946 typedef struct IWineD3DVolumeImpl
1948 /* IUnknown & WineD3DResource fields */
1949 const IWineD3DVolumeVtbl *lpVtbl;
1950 IWineD3DResourceClass resource;
1952 /* WineD3DVolume Information */
1953 WINED3DVOLUMET_DESC currentDesc;
1954 IWineD3DBase *container;
1957 WINED3DBOX lockedBox;
1958 WINED3DBOX dirtyBox;
1960 } IWineD3DVolumeImpl;
1962 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1963 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1964 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1965 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1967 /*****************************************************************************
1968 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1970 typedef struct IWineD3DVolumeTextureImpl
1972 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1973 const IWineD3DVolumeTextureVtbl *lpVtbl;
1974 IWineD3DResourceClass resource;
1975 IWineD3DBaseTextureClass baseTexture;
1976 } IWineD3DVolumeTextureImpl;
1978 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1979 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1980 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1982 typedef struct _WINED3DSURFACET_DESC
1984 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1985 DWORD MultiSampleQuality;
1988 } WINED3DSURFACET_DESC;
1990 /*****************************************************************************
1991 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1993 typedef struct wineD3DSurface_DIB {
1999 } wineD3DSurface_DIB;
2006 } renderbuffer_entry_t;
2011 IWineD3DSurfaceImpl **render_targets;
2012 IWineD3DSurfaceImpl *depth_stencil;
2017 /*****************************************************************************
2018 * IWineD3DClipp implementation structure
2020 typedef struct IWineD3DClipperImpl
2022 const IWineD3DClipperVtbl *lpVtbl;
2027 } IWineD3DClipperImpl;
2030 /*****************************************************************************
2031 * IWineD3DSurface implementation structure
2033 struct IWineD3DSurfaceImpl
2035 /* IUnknown & IWineD3DResource Information */
2036 const IWineD3DSurfaceVtbl *lpVtbl;
2037 IWineD3DResourceClass resource;
2039 /* IWineD3DSurface fields */
2040 IWineD3DBase *container;
2041 WINED3DSURFACET_DESC currentDesc;
2042 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2043 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2045 /* TODO: move this off into a management class(maybe!) */
2051 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2052 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2056 GLuint texture_name;
2057 GLuint texture_name_srgb;
2058 GLint texture_level;
2059 GLenum texture_target;
2064 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2067 wineD3DSurface_DIB dib;
2070 /* Color keys for DDraw */
2071 WINEDDCOLORKEY DestBltCKey;
2072 WINEDDCOLORKEY DestOverlayCKey;
2073 WINEDDCOLORKEY SrcOverlayCKey;
2074 WINEDDCOLORKEY SrcBltCKey;
2077 WINEDDCOLORKEY glCKey;
2079 struct list renderbuffers;
2080 renderbuffer_entry_t *current_renderbuffer;
2081 SIZE ds_current_size;
2083 /* DirectDraw clippers */
2084 IWineD3DClipper *clipper;
2086 /* DirectDraw Overlay handling */
2087 RECT overlay_srcrect;
2088 RECT overlay_destrect;
2089 IWineD3DSurfaceImpl *overlay_dest;
2090 struct list overlays;
2091 struct list overlay_entry;
2094 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2095 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2097 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2098 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2099 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2100 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2101 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2102 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2103 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2105 /* Predeclare the shared Surface functions */
2106 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2107 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2108 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2109 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2110 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2111 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2112 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2113 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2115 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2116 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2117 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2118 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2119 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2120 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2122 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2123 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2124 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2125 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2128 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2130 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2135 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2137 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2141 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2143 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2145 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2147 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2148 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2149 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2151 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2152 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2153 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2155 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2156 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2157 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2159 /* Surface flags: */
2160 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2161 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2162 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2163 #define SFLAG_DISCARD 0x00000010 /* ??? */
2164 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2165 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2166 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2167 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2168 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2169 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2170 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2171 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2172 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2173 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2174 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2175 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2176 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2177 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2178 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2179 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2180 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2181 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2182 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2183 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2185 /* In some conditions the surface memory must not be freed:
2186 * SFLAG_CONVERTED: Converting the data back would take too long
2187 * SFLAG_DIBSECTION: The dib code manages the memory
2188 * SFLAG_LOCKED: The app requires access to the surface data
2189 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2190 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2191 * SFLAG_CLIENT: OpenGL uses our memory as backup
2193 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2194 SFLAG_DIBSECTION | \
2201 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2203 SFLAG_INDRAWABLE | \
2206 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2208 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2213 CONVERT_PALETTED_CK,
2217 CONVERT_CK_4444_ARGB,
2222 CONVERT_CK_8888_ARGB,
2238 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2239 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2240 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2242 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2244 /*****************************************************************************
2245 * IWineD3DVertexDeclaration implementation structure
2248 struct wined3d_vertex_declaration_element
2250 const struct wined3d_format_desc *format_desc;
2260 typedef struct IWineD3DVertexDeclarationImpl {
2261 /* IUnknown Information */
2262 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2266 const struct wined3d_parent_ops *parent_ops;
2267 IWineD3DDeviceImpl *device;
2269 struct wined3d_vertex_declaration_element *elements;
2272 DWORD streams[MAX_STREAMS];
2274 BOOL position_transformed;
2275 BOOL half_float_conv_needed;
2276 } IWineD3DVertexDeclarationImpl;
2278 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2279 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2280 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2282 /*****************************************************************************
2283 * IWineD3DStateBlock implementation structure
2286 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2287 /* Note: Very long winded but gl Lists are not flexible enough */
2288 /* to resolve everything we need, so doing it manually for now */
2289 typedef struct SAVEDSTATES {
2290 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2291 WORD streamSource; /* MAX_STREAMS, 16 */
2292 WORD streamFreq; /* MAX_STREAMS, 16 */
2293 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2294 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2295 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2296 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2297 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2298 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2299 BOOL *pixelShaderConstantsF;
2300 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2301 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2302 BOOL *vertexShaderConstantsF;
2303 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2304 DWORD primitive_type : 1;
2308 DWORD vertexDecl : 1;
2309 DWORD pixelShader : 1;
2310 DWORD vertexShader : 1;
2311 DWORD scissorRect : 1;
2320 struct IWineD3DStateBlockImpl
2322 /* IUnknown fields */
2323 const IWineD3DStateBlockVtbl *lpVtbl;
2324 LONG ref; /* Note: Ref counting not required */
2326 /* IWineD3DStateBlock information */
2327 IWineD3DDeviceImpl *device;
2328 WINED3DSTATEBLOCKTYPE blockType;
2330 /* Array indicating whether things have been set or changed */
2331 SAVEDSTATES changed;
2333 /* Vertex Shader Declaration */
2334 IWineD3DVertexDeclaration *vertexDecl;
2336 IWineD3DVertexShader *vertexShader;
2338 /* Vertex Shader Constants */
2339 BOOL vertexShaderConstantB[MAX_CONST_B];
2340 INT vertexShaderConstantI[MAX_CONST_I * 4];
2341 float *vertexShaderConstantF;
2343 /* primitive type */
2344 GLenum gl_primitive_type;
2348 UINT streamStride[MAX_STREAMS];
2349 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2350 IWineD3DBuffer *streamSource[MAX_STREAMS];
2351 UINT streamFreq[MAX_STREAMS + 1];
2352 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2355 IWineD3DBuffer* pIndexData;
2356 WINED3DFORMAT IndexFmt;
2357 INT baseVertexIndex;
2358 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2361 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2363 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2364 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2365 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2366 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2367 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2370 double clipplane[MAX_CLIPPLANES][4];
2371 WINED3DCLIPSTATUS clip_status;
2374 WINED3DVIEWPORT viewport;
2377 WINED3DMATERIAL material;
2380 IWineD3DPixelShader *pixelShader;
2382 /* Pixel Shader Constants */
2383 BOOL pixelShaderConstantB[MAX_CONST_B];
2384 INT pixelShaderConstantI[MAX_CONST_I * 4];
2385 float *pixelShaderConstantF;
2388 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2391 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2393 /* Texture State Stage */
2394 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2395 DWORD lowest_disabled_stage;
2396 /* Sampler States */
2397 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2399 /* Scissor test rectangle */
2402 /* Contained state management */
2403 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2404 unsigned int num_contained_render_states;
2405 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2406 unsigned int num_contained_transform_states;
2407 DWORD contained_vs_consts_i[MAX_CONST_I];
2408 unsigned int num_contained_vs_consts_i;
2409 DWORD contained_vs_consts_b[MAX_CONST_B];
2410 unsigned int num_contained_vs_consts_b;
2411 DWORD *contained_vs_consts_f;
2412 unsigned int num_contained_vs_consts_f;
2413 DWORD contained_ps_consts_i[MAX_CONST_I];
2414 unsigned int num_contained_ps_consts_i;
2415 DWORD contained_ps_consts_b[MAX_CONST_B];
2416 unsigned int num_contained_ps_consts_b;
2417 DWORD *contained_ps_consts_f;
2418 unsigned int num_contained_ps_consts_f;
2419 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2420 unsigned int num_contained_tss_states;
2421 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2422 unsigned int num_contained_sampler_states;
2425 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2426 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2427 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2429 static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2430 struct wined3d_context *context)
2432 const struct StateEntry *statetable = stateblock->device->StateTable;
2433 DWORD rep = statetable[state].representative;
2434 statetable[rep].apply(rep, stateblock, context);
2437 /* Direct3D terminology with little modifications. We do not have an issued state
2438 * because only the driver knows about it, but we have a created state because d3d
2439 * allows GetData on a created issue, but opengl doesn't
2446 /*****************************************************************************
2447 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2449 typedef struct IWineD3DQueryImpl
2451 const IWineD3DQueryVtbl *lpVtbl;
2452 LONG ref; /* Note: Ref counting not required */
2455 IWineD3DDeviceImpl *device;
2457 /* IWineD3DQuery fields */
2458 enum query_state state;
2459 WINED3DQUERYTYPE type;
2460 /* TODO: Think about using a IUnknown instead of a void* */
2462 } IWineD3DQueryImpl;
2464 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2465 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2467 /* IWineD3DBuffer */
2469 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2470 * fixed function semantics as D3DCOLOR or FLOAT16 */
2471 enum wined3d_buffer_conversion_type
2476 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2479 struct wined3d_map_range
2485 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2486 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2487 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2488 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2489 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2490 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2491 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2492 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2494 struct wined3d_buffer
2496 const struct IWineD3DBufferVtbl *vtbl;
2497 IWineD3DResourceClass resource;
2499 struct wined3d_buffer_desc desc;
2501 GLuint buffer_object;
2502 GLenum buffer_object_usage;
2503 GLenum buffer_type_hint;
2504 UINT buffer_object_size;
2509 struct wined3d_map_range *maps;
2510 ULONG maps_size, modified_areas;
2511 struct wined3d_event_query *query;
2513 /* conversion stuff */
2514 UINT decl_change_count, full_conversion_count;
2516 UINT stride; /* 0 if no conversion */
2517 UINT conversion_stride; /* 0 if no shifted conversion */
2518 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2519 /* Extra load offsets, for FLOAT16 conversion */
2520 UINT *conversion_shift; /* NULL if no shifted conversion */
2523 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2524 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2525 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2526 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2527 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2529 /* IWineD3DRendertargetView */
2530 struct wined3d_rendertarget_view
2532 const struct IWineD3DRendertargetViewVtbl *vtbl;
2535 IWineD3DResource *resource;
2539 void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2540 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2542 /*****************************************************************************
2543 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2546 struct IWineD3DSwapChainImpl
2549 const IWineD3DSwapChainVtbl *lpVtbl;
2550 LONG ref; /* Note: Ref counting not required */
2553 IWineD3DDeviceImpl *device;
2555 /* IWineD3DSwapChain fields */
2556 IWineD3DSurfaceImpl **back_buffers;
2557 IWineD3DSurfaceImpl *front_buffer;
2558 WINED3DPRESENT_PARAMETERS presentParms;
2559 DWORD orig_width, orig_height;
2560 WINED3DFORMAT orig_fmt;
2561 WINED3DGAMMARAMP orig_gamma;
2563 const struct wined3d_format_desc *ds_format;
2565 long prev_time, frames; /* Performance tracking */
2566 unsigned int vSyncCounter;
2568 struct wined3d_context **context;
2569 unsigned int num_contexts;
2575 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2576 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2578 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2579 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2580 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2581 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2582 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2583 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2584 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2585 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2586 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2587 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2588 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2589 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2590 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2591 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2592 IWineD3DDevice **device) DECLSPEC_HIDDEN;
2593 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2594 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2595 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2596 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2597 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2598 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2600 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2601 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2602 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2603 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2604 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2606 #define DEFAULT_REFRESH_RATE 0
2608 /*****************************************************************************
2609 * Utility function prototypes
2612 /* Trace routines */
2613 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2614 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2615 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2616 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2617 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2618 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2619 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2620 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2621 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2622 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2623 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2624 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2625 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2626 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2627 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2628 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2629 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2630 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2631 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2632 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2633 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2634 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2636 /* Color conversion routines */
2637 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2639 /* Routines for GL <-> D3D values */
2640 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2641 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2642 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2643 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2644 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2645 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2646 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2647 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2648 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2649 struct wined3d_context *context) DECLSPEC_HIDDEN;
2650 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2651 struct wined3d_context *context) DECLSPEC_HIDDEN;
2652 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2653 struct wined3d_context *context) DECLSPEC_HIDDEN;
2654 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2655 struct wined3d_context *context) DECLSPEC_HIDDEN;
2656 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2657 struct wined3d_context *context) DECLSPEC_HIDDEN;
2658 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2659 struct wined3d_context *context) DECLSPEC_HIDDEN;
2660 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2661 struct wined3d_context *context) DECLSPEC_HIDDEN;
2662 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2663 struct wined3d_context *context) DECLSPEC_HIDDEN;
2665 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2666 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
2667 void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
2668 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2669 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2670 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,
2671 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2672 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2673 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
2675 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2676 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2677 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2678 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2681 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2682 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2683 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2685 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2687 typedef struct local_constant {
2693 typedef struct SHADER_LIMITS {
2694 unsigned int temporary;
2695 unsigned int texcoord;
2696 unsigned int sampler;
2697 unsigned int constant_int;
2698 unsigned int constant_float;
2699 unsigned int constant_bool;
2700 unsigned int address;
2701 unsigned int packed_output;
2702 unsigned int packed_input;
2703 unsigned int attributes;
2707 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2708 * maintain state information between multiple codes */
2709 typedef struct SHADER_PARSE_STATE {
2710 unsigned int current_row;
2711 DWORD texcoord_w[2];
2712 } SHADER_PARSE_STATE;
2715 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2717 #define PRINTF_ATTR(fmt,args)
2720 /* Base Shader utility functions. */
2721 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2722 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2724 /* Vertex shader utility functions */
2725 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2726 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2728 /*****************************************************************************
2729 * IDirect3DBaseShader implementation structure
2731 typedef struct IWineD3DBaseShaderClass
2734 SHADER_LIMITS limits;
2735 SHADER_PARSE_STATE parse_state;
2737 UINT functionLength;
2738 UINT cur_loop_depth, cur_loop_regno;
2739 BOOL load_local_constsF;
2740 const struct wined3d_shader_frontend *frontend;
2741 void *frontend_data;
2745 const struct wined3d_parent_ops *parent_ops;
2747 /* Programs this shader is linked with */
2748 struct list linked_programs;
2750 /* Immediate constants (override global ones) */
2751 struct list constantsB;
2752 struct list constantsF;
2753 struct list constantsI;
2754 shader_reg_maps reg_maps;
2756 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2757 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2759 /* Pointer to the parent device */
2760 IWineD3DDevice *device;
2761 struct list shader_list_entry;
2763 } IWineD3DBaseShaderClass;
2765 typedef struct IWineD3DBaseShaderImpl {
2767 const IWineD3DBaseShaderVtbl *lpVtbl;
2769 /* IWineD3DBaseShader */
2770 IWineD3DBaseShaderClass baseShader;
2771 } IWineD3DBaseShaderImpl;
2773 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2774 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2775 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2776 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2777 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2778 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2779 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2780 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2781 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2782 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2783 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2785 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2787 return type == WINED3D_SHADER_TYPE_PIXEL;
2790 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2792 return type == WINED3D_SHADER_TYPE_VERTEX;
2795 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2799 case WINED3DSPR_RASTOUT:
2801 if (reg->idx != 0) return TRUE;
2805 case WINED3DSPR_DEPTHOUT: /* oDepth */
2806 case WINED3DSPR_CONSTBOOL: /* b# */
2807 case WINED3DSPR_LOOP: /* aL */
2808 case WINED3DSPR_PREDICATE: /* p0 */
2811 case WINED3DSPR_MISCTYPE:
2822 case WINED3DSPR_IMMCONST:
2823 switch(reg->immconst_type)
2825 case WINED3D_IMMCONST_FLOAT:
2836 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2837 local_constant* lconst;
2839 if(This->baseShader.load_local_constsF) return FALSE;
2840 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2841 if(lconst->idx == reg) return TRUE;
2847 /*****************************************************************************
2848 * IDirect3DVertexShader implementation structures
2850 typedef struct IWineD3DVertexShaderImpl {
2851 /* IUnknown parts */
2852 const IWineD3DVertexShaderVtbl *lpVtbl;
2854 /* IWineD3DBaseShader */
2855 IWineD3DBaseShaderClass baseShader;
2857 /* Vertex shader attributes. */
2858 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2860 UINT min_rel_offset, max_rel_offset;
2862 } IWineD3DVertexShaderImpl;
2864 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2865 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2866 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2867 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2868 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2870 struct wined3d_geometryshader
2872 const struct IWineD3DGeometryShaderVtbl *vtbl;
2873 IWineD3DBaseShaderClass base_shader;
2876 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2877 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2878 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2880 /*****************************************************************************
2881 * IDirect3DPixelShader implementation structure
2884 /* Using additional shader constants (uniforms in GLSL / program environment
2885 * or local parameters in ARB) is costly:
2886 * ARB only knows float4 parameters and GLSL compiler are not really smart
2887 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2888 * (in fact most compilers map a float2 to a full float4 uniform).
2890 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2891 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2892 * into a single shader constant (uniform / program parameter).
2894 * This structure is shared between the GLSL and the ARB backend.*/
2895 struct ps_np2fixup_info {
2896 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2897 WORD active; /* bitfield indicating if we can apply the fixup */
2901 typedef struct IWineD3DPixelShaderImpl {
2902 /* IUnknown parts */
2903 const IWineD3DPixelShaderVtbl *lpVtbl;
2905 /* IWineD3DBaseShader */
2906 IWineD3DBaseShaderClass baseShader;
2908 /* Pixel shader input semantics */
2909 DWORD input_reg_map[MAX_REG_INPUT];
2910 BOOL input_reg_used[MAX_REG_INPUT];
2911 unsigned int declared_in_count;
2913 /* Some information about the shader behavior */
2919 } IWineD3DPixelShaderImpl;
2921 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2922 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2923 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2924 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2925 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2926 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2927 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2929 /* sRGB correction constants */
2930 static const float srgb_cmp = 0.0031308f;
2931 static const float srgb_mul_low = 12.92f;
2932 static const float srgb_pow = 0.41666f;
2933 static const float srgb_mul_high = 1.055f;
2934 static const float srgb_sub_high = 0.055f;
2936 /*****************************************************************************
2937 * IWineD3DPalette implementation structure
2939 struct IWineD3DPaletteImpl {
2940 /* IUnknown parts */
2941 const IWineD3DPaletteVtbl *lpVtbl;
2945 IWineD3DDeviceImpl *device;
2947 /* IWineD3DPalette */
2949 WORD palVersion; /*| */
2950 WORD palNumEntries; /*| LOGPALETTE */
2951 PALETTEENTRY palents[256]; /*| */
2952 /* This is to store the palette in 'screen format' */
2953 int screen_palents[256];
2957 HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
2958 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
2960 /* DirectDraw utility functions */
2961 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2963 /*****************************************************************************
2964 * Pixel format management
2967 /* WineD3D pixel format flags */
2968 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2969 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2970 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2971 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2972 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2973 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2974 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2975 #define WINED3DFMT_FLAG_COMPRESSED 0x00000080
2976 #define WINED3DFMT_FLAG_GETDC 0x00000100
2977 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2978 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2979 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2980 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2981 #define WINED3DFMT_FLAG_VTF 0x00002000
2983 struct wined3d_format_desc
2985 WINED3DFORMAT format;
2996 UINT block_byte_count;
2998 enum wined3d_ffp_emit_idx emit_idx;
2999 GLint component_count;
3001 GLint gl_vtx_format;
3002 GLboolean gl_normalized;
3003 unsigned int component_size;
3006 GLint glGammaInternal;
3010 UINT conv_byte_count;
3013 struct color_fixup_desc color_fixup;
3014 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3017 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3018 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3020 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3022 /* Check stateblock->vertexDecl to allow this to be used from
3023 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3024 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3025 * style strided data. */
3026 return (stateblock->vertexShader
3027 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3028 && stateblock->device->vs_selected_mode != SHADER_NONE);
3031 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3033 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3036 void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
3037 const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect,
3038 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3040 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3041 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3043 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3044 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3045 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3047 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))