2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 /* Texture format fixups */
53 enum fixup_channel_source
55 CHANNEL_SOURCE_ZERO = 0,
56 CHANNEL_SOURCE_ONE = 1,
61 CHANNEL_SOURCE_YUV0 = 6,
62 CHANNEL_SOURCE_YUV1 = 7,
73 struct color_fixup_desc
75 unsigned x_sign_fixup : 1;
76 unsigned x_source : 3;
77 unsigned y_sign_fixup : 1;
78 unsigned y_source : 3;
79 unsigned z_sign_fixup : 1;
80 unsigned z_source : 3;
81 unsigned w_sign_fixup : 1;
82 unsigned w_source : 3;
86 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
87 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
89 static inline struct color_fixup_desc create_color_fixup_desc(
90 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
91 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
93 struct color_fixup_desc fixup =
103 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
105 struct color_fixup_desc fixup =
107 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
108 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
115 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
117 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
120 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
122 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
125 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
127 enum yuv_fixup yuv_fixup = 0;
128 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
129 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
130 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
131 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
135 void *wined3d_rb_alloc(size_t size);
136 void *wined3d_rb_realloc(void *ptr, size_t size);
137 void wined3d_rb_free(void *ptr);
140 #define MAX_PALETTES 65536
141 #define MAX_STREAMS 16
142 #define MAX_TEXTURES 8
143 #define MAX_FRAGMENT_SAMPLERS 16
144 #define MAX_VERTEX_SAMPLERS 4
145 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
146 #define MAX_ACTIVE_LIGHTS 8
147 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
149 /* Used for CreateStateBlock */
150 #define NUM_SAVEDPIXELSTATES_R 35
151 #define NUM_SAVEDPIXELSTATES_T 18
152 #define NUM_SAVEDPIXELSTATES_S 12
153 #define NUM_SAVEDVERTEXSTATES_R 34
154 #define NUM_SAVEDVERTEXSTATES_T 2
155 #define NUM_SAVEDVERTEXSTATES_S 1
157 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
158 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
159 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
160 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
161 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
162 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
164 typedef enum _WINELOOKUP {
165 WINELOOKUP_WARPPARAM = 0,
169 extern const int minLookup[MAX_LOOKUPS];
170 extern const int maxLookup[MAX_LOOKUPS];
171 extern DWORD *stateLookup[MAX_LOOKUPS];
175 GLenum mip[WINED3DTEXF_LINEAR + 1];
178 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
179 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
183 extern const struct filter_lookup filter_lookup_nofilter;
184 extern struct filter_lookup filter_lookup;
186 /* float_16_to_32() and float_32_to_16() (see implementation in
187 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
188 * to standard C floats and vice versa. They do not depend on the encoding
189 * of the C float, so they are platform independent, but slow. On x86 and
190 * other IEEE 754 compliant platforms the conversion can be accelerated by
191 * bit shifting the exponent and mantissa. There are also some SSE-based
192 * assembly routines out there.
194 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
196 static inline float float_16_to_32(const unsigned short *in) {
197 const unsigned short s = ((*in) & 0x8000);
198 const unsigned short e = ((*in) & 0x7C00) >> 10;
199 const unsigned short m = (*in) & 0x3FF;
200 const float sgn = (s ? -1.0 : 1.0);
203 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
204 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
206 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
208 if(m == 0) return sgn / 0.0; /* +INF / -INF */
209 else return 0.0 / 0.0; /* NAN */
213 static inline float float_24_to_32(DWORD in)
215 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
216 const unsigned short e = (in & 0x780000) >> 19;
217 const unsigned short m = in & 0x7ffff;
221 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
222 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
226 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
230 if (m == 0) return sgn / 0.0; /* +INF / -INF */
231 else return 0.0 / 0.0; /* NAN */
251 #define ORM_BACKBUFFER 0
252 #define ORM_PBUFFER 1
256 #define SHADER_GLSL 2
258 #define SHADER_NONE 4
260 #define RTL_DISABLE -1
262 #define RTL_READDRAW 1
263 #define RTL_READTEX 2
264 #define RTL_TEXDRAW 3
267 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
268 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
270 /* NOTE: When adding fields to this structure, make sure to update the default
271 * values in wined3d_main.c as well. */
272 typedef struct wined3d_settings_s {
273 /* vertex and pixel shader modes */
277 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
278 we should use it. However, until it's fully implemented, we'll leave it as a registry
279 setting for developers. */
281 int offscreen_rendering_mode;
282 int rendertargetlock_mode;
283 unsigned short pci_vendor_id;
284 unsigned short pci_device_id;
285 /* Memory tracking and object counting */
286 unsigned int emulated_textureram;
288 int allow_multisampling;
289 } wined3d_settings_t;
291 extern wined3d_settings_t wined3d_settings;
293 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
295 WINED3DSTT_UNKNOWN = 0,
299 WINED3DSTT_VOLUME = 4,
300 } WINED3DSAMPLER_TEXTURE_TYPE;
302 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
305 WINED3DSPR_INPUT = 1,
306 WINED3DSPR_CONST = 2,
308 WINED3DSPR_TEXTURE = 3,
309 WINED3DSPR_RASTOUT = 4,
310 WINED3DSPR_ATTROUT = 5,
311 WINED3DSPR_TEXCRDOUT = 6,
312 WINED3DSPR_OUTPUT = 6,
313 WINED3DSPR_CONSTINT = 7,
314 WINED3DSPR_COLOROUT = 8,
315 WINED3DSPR_DEPTHOUT = 9,
316 WINED3DSPR_SAMPLER = 10,
317 WINED3DSPR_CONST2 = 11,
318 WINED3DSPR_CONST3 = 12,
319 WINED3DSPR_CONST4 = 13,
320 WINED3DSPR_CONSTBOOL = 14,
321 WINED3DSPR_LOOP = 15,
322 WINED3DSPR_TEMPFLOAT16 = 16,
323 WINED3DSPR_MISCTYPE = 17,
324 WINED3DSPR_LABEL = 18,
325 WINED3DSPR_PREDICATE = 19,
327 } WINED3DSHADER_PARAM_REGISTER_TYPE;
329 enum wined3d_immconst_type
331 WINED3D_IMMCONST_FLOAT,
332 WINED3D_IMMCONST_FLOAT4,
335 typedef enum _WINED3DVS_RASTOUT_OFFSETS
337 WINED3DSRO_POSITION = 0,
339 WINED3DSRO_POINT_SIZE = 2,
340 } WINED3DVS_RASTOUT_OFFSETS;
342 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
344 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
346 WINED3DSPSM_NONE = 0,
348 WINED3DSPSM_BIAS = 2,
349 WINED3DSPSM_BIASNEG = 3,
350 WINED3DSPSM_SIGN = 4,
351 WINED3DSPSM_SIGNNEG = 5,
352 WINED3DSPSM_COMP = 6,
354 WINED3DSPSM_X2NEG = 8,
357 WINED3DSPSM_ABS = 11,
358 WINED3DSPSM_ABSNEG = 12,
359 WINED3DSPSM_NOT = 13,
360 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
362 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
363 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
364 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
365 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
366 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
368 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
370 WINED3DSPDM_NONE = 0,
371 WINED3DSPDM_SATURATE = 1,
372 WINED3DSPDM_PARTIALPRECISION = 2,
373 WINED3DSPDM_MSAMPCENTROID = 4,
374 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
376 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
398 WINED3DSIO_M4x4 = 20,
399 WINED3DSIO_M4x3 = 21,
400 WINED3DSIO_M3x4 = 22,
401 WINED3DSIO_M3x3 = 23,
402 WINED3DSIO_M3x2 = 24,
403 WINED3DSIO_CALL = 25,
404 WINED3DSIO_CALLNZ = 26,
405 WINED3DSIO_LOOP = 27,
407 WINED3DSIO_ENDLOOP = 29,
408 WINED3DSIO_LABEL = 30,
415 WINED3DSIO_SINCOS = 37,
417 WINED3DSIO_ENDREP = 39,
420 WINED3DSIO_ELSE = 42,
421 WINED3DSIO_ENDIF = 43,
422 WINED3DSIO_BREAK = 44,
423 WINED3DSIO_BREAKC = 45,
424 WINED3DSIO_MOVA = 46,
425 WINED3DSIO_DEFB = 47,
426 WINED3DSIO_DEFI = 48,
428 WINED3DSIO_TEXCOORD = 64,
429 WINED3DSIO_TEXKILL = 65,
431 WINED3DSIO_TEXBEM = 67,
432 WINED3DSIO_TEXBEML = 68,
433 WINED3DSIO_TEXREG2AR = 69,
434 WINED3DSIO_TEXREG2GB = 70,
435 WINED3DSIO_TEXM3x2PAD = 71,
436 WINED3DSIO_TEXM3x2TEX = 72,
437 WINED3DSIO_TEXM3x3PAD = 73,
438 WINED3DSIO_TEXM3x3TEX = 74,
439 WINED3DSIO_TEXM3x3DIFF = 75,
440 WINED3DSIO_TEXM3x3SPEC = 76,
441 WINED3DSIO_TEXM3x3VSPEC = 77,
442 WINED3DSIO_EXPP = 78,
443 WINED3DSIO_LOGP = 79,
446 WINED3DSIO_TEXREG2RGB = 82,
447 WINED3DSIO_TEXDP3TEX = 83,
448 WINED3DSIO_TEXM3x2DEPTH = 84,
449 WINED3DSIO_TEXDP3 = 85,
450 WINED3DSIO_TEXM3x3 = 86,
451 WINED3DSIO_TEXDEPTH = 87,
454 WINED3DSIO_DP2ADD = 90,
457 WINED3DSIO_TEXLDD = 93,
458 WINED3DSIO_SETP = 94,
459 WINED3DSIO_TEXLDL = 95,
460 WINED3DSIO_BREAKP = 96,
462 WINED3DSIO_PHASE = 0xfffd,
463 WINED3DSIO_COMMENT = 0xfffe,
464 WINED3DSIO_END = 0Xffff,
465 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
467 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
468 #define WINED3DSI_TEXLD_PROJECT 1
469 #define WINED3DSI_TEXLD_BIAS 2
471 typedef enum COMPARISON_TYPE
481 #define WINED3D_SM1_VS 0xfffe
482 #define WINED3D_SM1_PS 0xffff
483 #define WINED3D_SM4_PS 0x0000
484 #define WINED3D_SM4_VS 0x0001
485 #define WINED3D_SM4_GS 0x0002
487 /* Shader version tokens, and shader end tokens */
488 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
489 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
491 /* Shader backends */
493 /* TODO: Make this dynamic, based on shader limits ? */
494 #define MAX_ATTRIBS 16
495 #define MAX_REG_ADDR 1
496 #define MAX_REG_TEMP 32
497 #define MAX_REG_TEXCRD 8
498 #define MAX_REG_INPUT 12
499 #define MAX_REG_OUTPUT 12
500 #define MAX_CONST_I 16
501 #define MAX_CONST_B 16
503 /* FIXME: This needs to go up to 2048 for
504 * Shader model 3 according to msdn (and for software shaders) */
505 #define MAX_LABELS 16
507 #define SHADER_PGMSIZE 65535
508 typedef struct SHADER_BUFFER {
515 enum WINED3D_SHADER_INSTRUCTION_HANDLER
584 WINED3DSIH_TEXDP3TEX,
588 WINED3DSIH_TEXM3x2DEPTH,
589 WINED3DSIH_TEXM3x2PAD,
590 WINED3DSIH_TEXM3x2TEX,
592 WINED3DSIH_TEXM3x3DIFF,
593 WINED3DSIH_TEXM3x3PAD,
594 WINED3DSIH_TEXM3x3SPEC,
595 WINED3DSIH_TEXM3x3TEX,
596 WINED3DSIH_TEXM3x3VSPEC,
597 WINED3DSIH_TEXREG2AR,
598 WINED3DSIH_TEXREG2GB,
599 WINED3DSIH_TEXREG2RGB,
600 WINED3DSIH_TABLE_SIZE
603 enum wined3d_shader_type
605 WINED3D_SHADER_TYPE_PIXEL,
606 WINED3D_SHADER_TYPE_VERTEX,
607 WINED3D_SHADER_TYPE_GEOMETRY,
610 struct wined3d_shader_version
612 enum wined3d_shader_type type;
617 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
619 typedef struct shader_reg_maps
621 struct wined3d_shader_version shader_version;
622 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
623 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
624 char address[MAX_REG_ADDR]; /* vertex */
625 char labels[MAX_LABELS]; /* pixel, vertex */
626 DWORD *constf; /* pixel, vertex */
627 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
628 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
629 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
630 WORD integer_constants; /* MAX_CONST_I, 16 */
631 WORD boolean_constants; /* MAX_CONST_B, 16 */
632 WORD local_int_consts; /* MAX_CONST_I, 16 */
633 WORD local_bool_consts; /* MAX_CONST_B, 16 */
635 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
636 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
638 unsigned usesnrm : 1;
640 unsigned usesdsx : 1;
641 unsigned usesdsy : 1;
642 unsigned usestexldd : 1;
643 unsigned usesmova : 1;
644 unsigned usesfacing : 1;
645 unsigned usesrelconstF : 1;
647 unsigned usestexldl : 1;
648 unsigned usesifc : 1;
649 unsigned usescall : 1;
650 unsigned padding : 4;
652 /* Whether or not loops are used in this shader, and nesting depth */
654 unsigned highest_render_target;
658 struct wined3d_shader_context
660 IWineD3DBaseShader *shader;
661 const struct shader_reg_maps *reg_maps;
662 SHADER_BUFFER *buffer;
666 struct wined3d_shader_register
668 WINED3DSHADER_PARAM_REGISTER_TYPE type;
670 const struct wined3d_shader_src_param *rel_addr;
671 enum wined3d_immconst_type immconst_type;
672 DWORD immconst_data[4];
675 struct wined3d_shader_dst_param
677 struct wined3d_shader_register reg;
683 struct wined3d_shader_src_param
685 struct wined3d_shader_register reg;
690 struct wined3d_shader_instruction
692 const struct wined3d_shader_context *ctx;
693 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
698 const struct wined3d_shader_dst_param *dst;
700 const struct wined3d_shader_src_param *src;
703 struct wined3d_shader_semantic
705 WINED3DDECLUSAGE usage;
707 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
708 struct wined3d_shader_dst_param reg;
711 struct wined3d_shader_attribute
713 WINED3DDECLUSAGE usage;
717 struct wined3d_shader_frontend
719 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
720 void (*shader_free)(void *data);
721 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
722 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
723 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
724 struct wined3d_shader_src_param *src_rel_addr);
725 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
726 struct wined3d_shader_src_param *dst_rel_addr);
727 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
728 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
729 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
732 extern const struct wined3d_shader_frontend sm1_shader_frontend;
733 extern const struct wined3d_shader_frontend sm4_shader_frontend;
735 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
738 DWORD VertexShaderVersion;
739 DWORD MaxVertexShaderConst;
741 DWORD PixelShaderVersion;
742 float PixelShader1xMaxValue;
743 DWORD MaxPixelShaderConst;
745 WINED3DVSHADERCAPS2_0 VS20Caps;
746 WINED3DPSHADERCAPS2_0 PS20Caps;
748 DWORD MaxVShaderInstructionsExecuted;
749 DWORD MaxPShaderInstructionsExecuted;
750 DWORD MaxVertexShader30InstructionSlots;
751 DWORD MaxPixelShader30InstructionSlots;
766 enum vertexprocessing_mode {
772 #define WINED3D_CONST_NUM_UNUSED ~0U
781 /* Stateblock dependent parameters which have to be hardcoded
782 * into the shader code
784 struct ps_compile_args {
785 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
786 enum vertexprocessing_mode vp_mode;
788 /* Projected textures(ps 1.0-1.3) */
789 /* Texture types(2D, Cube, 3D) in ps 1.x */
790 BOOL srgb_correction;
792 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
793 D3D9 has a limit of 16 samplers and the fixup is superfluous
794 in D3D10 (unconditional NP2 support mandatory). */
802 struct vs_compile_args {
804 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
808 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
809 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
810 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
811 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
812 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
813 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
814 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
815 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
816 void (*shader_destroy)(IWineD3DBaseShader *iface);
817 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
818 void (*shader_free_private)(IWineD3DDevice *iface);
819 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
820 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
821 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
822 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
825 extern const shader_backend_t glsl_shader_backend;
826 extern const shader_backend_t arb_program_shader_backend;
827 extern const shader_backend_t none_shader_backend;
831 extern void (* CDECL wine_tsx11_lock_ptr)(void);
832 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
834 /* As GLX relies on X, this is needed */
838 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
839 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
841 #define ENTER_GL() wine_tsx11_lock_ptr()
842 #define LEAVE_GL() wine_tsx11_unlock_ptr()
845 /*****************************************************************************
849 /* GL related defines */
850 /* ------------------ */
851 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
852 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
853 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
854 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
856 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
857 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
858 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
859 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
861 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
862 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
863 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
864 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
866 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
867 (vec)[0] = D3DCOLOR_R(dw); \
868 (vec)[1] = D3DCOLOR_G(dw); \
869 (vec)[2] = D3DCOLOR_B(dw); \
870 (vec)[3] = D3DCOLOR_A(dw); \
873 /* DirectX Device Limits */
874 /* --------------------- */
875 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
876 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
877 See MaxStreams in MSDN under GetDeviceCaps */
878 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
880 /* Checking of API calls */
881 /* --------------------- */
882 #ifndef WINE_NO_DEBUG_MSGS
883 #define checkGLcall(A) \
885 GLint err = glGetError(); \
886 if (err == GL_NO_ERROR) { \
887 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
890 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
891 debug_glerror(err), err, A, __FILE__, __LINE__); \
892 err = glGetError(); \
893 } while (err != GL_NO_ERROR); \
896 #define checkGLcall(A) do {} while(0)
899 /* Trace routines / diagnostics */
900 /* ---------------------------- */
902 /* Dump out a matrix and copy it */
903 #define conv_mat(mat,gl_mat) \
905 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
906 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
907 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
908 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
909 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
912 /* Macro to dump out the current state of the light chain */
913 #define DUMP_LIGHT_CHAIN() \
915 PLIGHTINFOEL *el = This->stateBlock->lights;\
917 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
922 /* Trace vector and strided data information */
923 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
924 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
925 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
926 si->elements[name].buffer_object, si->elements[name].stream_idx);
928 /* Defines used for optimizations */
930 /* Only reapply what is necessary */
931 #define REAPPLY_ALPHAOP 0x0001
932 #define REAPPLY_ALL 0xFFFF
934 /* Advance declaration of structures to satisfy compiler */
935 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
936 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
937 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
938 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
940 /* Global variables */
941 extern const float identity[16];
943 /*****************************************************************************
944 * Compilable extra diagnostics
947 /* Trace information per-vertex: (extremely high amount of trace) */
948 #if 0 /* NOTE: Must be 0 in cvs */
949 # define VTRACE(A) TRACE A
954 /* TODO: Confirm each of these works when wined3d move completed */
955 #if 0 /* NOTE: Must be 0 in cvs */
956 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
957 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
958 is enabled, and if it doesn't exist it is disabled. */
959 # define FRAME_DEBUGGING
960 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
961 the file is deleted */
962 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
963 # define SINGLE_FRAME_DEBUGGING
965 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
966 It can only be enabled when FRAME_DEBUGGING is also enabled
967 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
969 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
970 # define SHOW_FRAME_MAKEUP 1
972 /* The following, when enabled, lets you see the makeup of the all the textures used during each
973 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
974 The contents of the textures assigned to each stage are written into
975 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
976 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
977 # define SHOW_TEXTURE_MAKEUP 0
980 extern BOOL isDumpingFrames;
981 extern LONG primCounter;
986 WINED3D_FFP_POSITION = 0,
987 WINED3D_FFP_BLENDWEIGHT = 1,
988 WINED3D_FFP_BLENDINDICES = 2,
989 WINED3D_FFP_NORMAL = 3,
990 WINED3D_FFP_PSIZE = 4,
991 WINED3D_FFP_DIFFUSE = 5,
992 WINED3D_FFP_SPECULAR = 6,
993 WINED3D_FFP_TEXCOORD0 = 7,
994 WINED3D_FFP_TEXCOORD1 = 8,
995 WINED3D_FFP_TEXCOORD2 = 9,
996 WINED3D_FFP_TEXCOORD3 = 10,
997 WINED3D_FFP_TEXCOORD4 = 11,
998 WINED3D_FFP_TEXCOORD5 = 12,
999 WINED3D_FFP_TEXCOORD6 = 13,
1000 WINED3D_FFP_TEXCOORD7 = 14,
1003 enum wined3d_ffp_emit_idx
1005 WINED3D_FFP_EMIT_FLOAT1 = 0,
1006 WINED3D_FFP_EMIT_FLOAT2 = 1,
1007 WINED3D_FFP_EMIT_FLOAT3 = 2,
1008 WINED3D_FFP_EMIT_FLOAT4 = 3,
1009 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1010 WINED3D_FFP_EMIT_UBYTE4 = 5,
1011 WINED3D_FFP_EMIT_SHORT2 = 6,
1012 WINED3D_FFP_EMIT_SHORT4 = 7,
1013 WINED3D_FFP_EMIT_UBYTE4N = 8,
1014 WINED3D_FFP_EMIT_SHORT2N = 9,
1015 WINED3D_FFP_EMIT_SHORT4N = 10,
1016 WINED3D_FFP_EMIT_USHORT2N = 11,
1017 WINED3D_FFP_EMIT_USHORT4N = 12,
1018 WINED3D_FFP_EMIT_UDEC3 = 13,
1019 WINED3D_FFP_EMIT_DEC3N = 14,
1020 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1021 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1022 WINED3D_FFP_EMIT_COUNT = 17
1025 struct wined3d_stream_info_element
1027 const struct GlPixelFormatDesc *format_desc;
1031 GLuint buffer_object;
1034 struct wined3d_stream_info
1036 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1037 BOOL position_transformed;
1038 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1039 WORD use_map; /* MAX_ATTRIBS, 16 */
1042 /*****************************************************************************
1046 /* Routine common to the draw primitive and draw indexed primitive routines */
1047 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1048 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1049 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1051 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1052 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1053 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1054 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1055 extern glAttribFunc specular_func_3ubv;
1056 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1057 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1058 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1062 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1063 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1065 /* Routines and structures related to state management */
1066 typedef struct WineD3DContext WineD3DContext;
1067 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1069 #define STATE_RENDER(a) (a)
1070 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1072 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1073 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1075 /* + 1 because samplers start with 0 */
1076 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1077 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1079 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1080 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1082 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1083 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1085 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1086 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1087 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1088 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1090 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1091 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1093 #define STATE_VSHADER (STATE_VDECL + 1)
1094 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1096 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1097 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1099 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1100 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1101 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1102 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1104 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1105 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1107 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1108 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1110 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1111 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1113 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1115 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1117 #define STATE_HIGHEST (STATE_FRONTFACE)
1121 DWORD representative;
1122 APPLYSTATEFUNC apply;
1125 struct StateEntryTemplate
1128 struct StateEntry content;
1129 GL_SupportedExt extension;
1132 struct fragment_caps {
1133 DWORD PrimitiveMiscCaps;
1135 DWORD TextureOpCaps;
1136 DWORD MaxTextureBlendStages;
1137 DWORD MaxSimultaneousTextures;
1140 struct fragment_pipeline {
1141 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1142 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1143 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1144 void (*free_private)(IWineD3DDevice *iface);
1145 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1146 const struct StateEntryTemplate *states;
1147 BOOL ffp_proj_control;
1150 extern const struct StateEntryTemplate misc_state_template[];
1151 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1152 extern const struct fragment_pipeline ffp_fragment_pipeline;
1153 extern const struct fragment_pipeline atifs_fragment_pipeline;
1154 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1155 extern const struct fragment_pipeline nvts_fragment_pipeline;
1156 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1158 /* "Base" state table */
1159 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1160 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1161 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1163 /* Shaders for color conversions in blits */
1164 struct blit_shader {
1165 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1166 void (*free_private)(IWineD3DDevice *iface);
1167 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1168 GLenum textype, UINT width, UINT height);
1169 void (*unset_shader)(IWineD3DDevice *iface);
1170 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1173 extern const struct blit_shader ffp_blit;
1174 extern const struct blit_shader arbfp_blit;
1182 #define WINED3D_MAX_FBO_ENTRIES 64
1184 /* The new context manager that should deal with onscreen and offscreen rendering */
1185 struct WineD3DContext {
1186 /* State dirtification
1187 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1188 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1189 * 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
1190 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1192 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1193 DWORD numDirtyEntries;
1194 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1196 IWineD3DSurface *surface;
1197 DWORD tid; /* Thread ID which owns this context at the moment */
1199 /* Stores some information about the context state for optimization */
1200 WORD draw_buffer_dirty : 1;
1201 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1202 WORD last_was_pshader : 1;
1203 WORD last_was_vshader : 1;
1204 WORD namedArraysLoaded : 1;
1205 WORD numberedArraysLoaded : 1;
1206 WORD last_was_blit : 1;
1207 WORD last_was_ckey : 1;
1210 WORD fog_enabled : 1;
1211 WORD num_untracked_materials : 2; /* Max value 2 */
1213 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1214 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1215 DWORD numbered_array_mask;
1216 GLenum tracking_parm; /* Which source is tracking current colour */
1217 GLenum untracked_materials[2];
1218 UINT blit_w, blit_h;
1219 enum fogsource fog_source;
1221 char *vshader_const_dirty, *pshader_const_dirty;
1223 /* The actual opengl context */
1227 HPBUFFERARB pbuffer;
1231 UINT fbo_entry_count;
1232 struct list fbo_list;
1233 struct fbo_entry *current_fbo;
1237 /* Extension emulation */
1238 GLint gl_fog_source;
1239 GLfloat fog_coord_value;
1240 GLfloat color[4], fogstart, fogend, fogcolor[4];
1241 GLuint dummy_arbfp_prog;
1244 typedef enum ContextUsage {
1245 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1246 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1247 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1248 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1251 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1252 WineD3DContext *getActiveContext(void);
1253 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1254 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1255 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1256 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1257 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1258 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1260 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1261 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1263 /* Macros for doing basic GPU detection based on opengl capabilities */
1264 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1265 #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])
1266 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1267 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1269 /* Default callbacks for implicit object destruction */
1270 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1272 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1274 /*****************************************************************************
1275 * Internal representation of a light
1277 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1278 struct PLIGHTINFOEL {
1279 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1280 DWORD OriginalIndex;
1283 BOOL enabledChanged;
1286 /* Converted parms to speed up swapping lights */
1295 /* The default light parameters */
1296 extern const WINED3DLIGHT WINED3D_default_light;
1298 typedef struct WineD3D_PixelFormat
1300 int iPixelFormat; /* WGL pixel format */
1301 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1302 int redSize, greenSize, blueSize, alphaSize;
1303 int depthSize, stencilSize;
1304 BOOL windowDrawable;
1305 BOOL pbufferDrawable;
1309 } WineD3D_PixelFormat;
1311 /* The adapter structure */
1312 struct WineD3DAdapter
1317 WineD3D_GL_Info gl_info;
1319 const char *description;
1320 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1322 WineD3D_PixelFormat *cfgs;
1323 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1324 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1325 unsigned int UsedTextureRam;
1328 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1329 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1330 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1331 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1333 /*****************************************************************************
1334 * High order patch management
1336 struct WineD3DRectPatch
1340 WineDirect3DVertexStridedData strided;
1341 WINED3DRECTPATCH_INFO RectPatchInfo;
1343 char has_normals, has_texcoords;
1347 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1349 enum projection_types
1362 /*****************************************************************************
1363 * Fixed function pipeline replacements
1365 #define ARG_UNUSED 0xff
1366 struct texture_stage_op
1378 struct color_fixup_desc color_fixup;
1379 unsigned tex_type : 3;
1381 unsigned projected : 2;
1382 unsigned padding : 10;
1385 struct ffp_frag_settings {
1386 struct texture_stage_op op[MAX_TEXTURES];
1388 /* Use shorts instead of chars to get dword alignment */
1389 unsigned short sRGB_write;
1390 unsigned short emul_clipplanes;
1393 struct ffp_frag_desc
1395 struct wine_rb_entry entry;
1396 struct ffp_frag_settings settings;
1399 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1401 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1402 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1403 const struct ffp_frag_settings *settings);
1404 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1406 /*****************************************************************************
1407 * IWineD3D implementation structure
1409 typedef struct IWineD3DImpl
1411 /* IUnknown fields */
1412 const IWineD3DVtbl *lpVtbl;
1413 LONG ref; /* Note: Ref counting not required */
1415 /* WineD3D Information */
1420 struct WineD3DAdapter adapters[1];
1423 extern const IWineD3DVtbl IWineD3D_Vtbl;
1425 BOOL InitAdapters(IWineD3DImpl *This);
1427 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1428 (since it will break quite a few things until contexts are managed properly!) */
1429 extern BOOL pbuffer_support;
1430 /* allocate one pbuffer per surface */
1431 extern BOOL pbuffer_per_surface;
1433 /* A helper function that dumps a resource list */
1434 void dumpResources(struct list *list);
1436 /*****************************************************************************
1437 * IWineD3DDevice implementation structure
1439 #define WINED3D_UNMAPPED_STAGE ~0U
1441 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1442 #define WINED3DCREATE_MULTITHREADED 0x00000004
1444 struct IWineD3DDeviceImpl
1446 /* IUnknown fields */
1447 const IWineD3DDeviceVtbl *lpVtbl;
1448 LONG ref; /* Note: Ref counting not required */
1450 /* WineD3D Information */
1452 IWineD3DDeviceParent *device_parent;
1454 struct WineD3DAdapter *adapter;
1456 /* Window styles to restore when switching fullscreen mode */
1460 /* X and GL Information */
1461 GLint maxConcurrentLights;
1462 GLenum offscreenBuffer;
1464 /* Selected capabilities */
1465 int vs_selected_mode;
1466 int ps_selected_mode;
1467 const shader_backend_t *shader_backend;
1469 void *fragment_priv;
1471 struct StateEntry StateTable[STATE_HIGHEST + 1];
1472 /* Array of functions for states which are handled by more than one pipeline part */
1473 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1474 const struct fragment_pipeline *frag_pipe;
1475 const struct blit_shader *blitter;
1477 unsigned int max_ffp_textures, max_ffp_texture_stages;
1478 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1481 WORD view_ident : 1; /* true iff view matrix is identity */
1482 WORD untransformed : 1;
1483 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1484 WORD isRecordingState : 1;
1486 WORD render_offscreen : 1;
1487 WORD bCursorVisible : 1;
1488 WORD haveHardwareCursor : 1;
1489 WORD d3d_initialized : 1;
1490 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1491 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1492 WORD useDrawStridedSlow : 1;
1493 WORD instancedDraw : 1;
1496 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1498 #define DDRAW_PITCH_ALIGNMENT 8
1499 #define D3D8_PITCH_ALIGNMENT 4
1500 unsigned char surface_alignment; /* Line Alignment of surfaces */
1502 /* State block related */
1503 IWineD3DStateBlockImpl *stateBlock;
1504 IWineD3DStateBlockImpl *updateStateBlock;
1506 /* Internal use fields */
1507 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1509 WINED3DDEVTYPE devType;
1511 IWineD3DSwapChain **swapchains;
1512 UINT NumberOfSwapChains;
1514 struct list resources; /* a linked list to track resources created by the device */
1515 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1516 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1518 /* Render Target Support */
1519 IWineD3DSurface **render_targets;
1520 IWineD3DSurface *auto_depth_stencil_buffer;
1521 IWineD3DSurface *stencilBufferTarget;
1523 /* Caches to avoid unneeded context changes */
1524 IWineD3DSurface *lastActiveRenderTarget;
1525 IWineD3DSwapChain *lastActiveSwapChain;
1527 /* palettes texture management */
1528 UINT NumberOfPalettes;
1529 PALETTEENTRY **palettes;
1530 UINT currentPalette;
1531 UINT paletteConversionShader;
1533 /* For rendering to a texture using glCopyTexImage */
1534 GLenum *draw_buffers;
1535 GLuint depth_blt_texture;
1536 GLuint depth_blt_rb;
1537 UINT depth_blt_rb_w;
1538 UINT depth_blt_rb_h;
1540 /* Cursor management */
1545 UINT cursorWidth, cursorHeight;
1546 GLuint cursorTexture;
1547 HCURSOR hardwareCursor;
1549 /* The Wine logo surface */
1550 IWineD3DSurface *logo_surface;
1552 /* Textures for when no other textures are mapped */
1553 UINT dummyTextureName[MAX_TEXTURES];
1555 /* Device state management */
1558 /* DirectDraw stuff */
1559 DWORD ddraw_width, ddraw_height;
1560 WINED3DFORMAT ddraw_format;
1562 /* Final position fixup constant */
1565 /* With register combiners we can skip junk texture stages */
1566 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1567 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1569 /* Stream source management */
1570 struct wined3d_stream_info strided_streams;
1571 const WineDirect3DVertexStridedData *up_strided;
1573 /* Context management */
1574 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1575 WineD3DContext *activeContext;
1578 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1579 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1581 /* High level patch management */
1582 #define PATCHMAP_SIZE 43
1583 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1584 struct list patches[PATCHMAP_SIZE];
1585 struct WineD3DRectPatch *currentPatch;
1588 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1590 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1591 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1592 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1593 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1594 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1595 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1596 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1597 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1598 float Z, DWORD Stencil);
1599 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1600 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1601 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1602 DWORD idx = state >> 5;
1603 BYTE shift = state & 0x1f;
1604 return context->isStateDirty[idx] & (1 << shift);
1607 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1608 typedef struct PrivateData
1613 DWORD flags; /* DDSPD_* */
1624 /*****************************************************************************
1625 * IWineD3DResource implementation structure
1627 typedef struct IWineD3DResourceClass
1629 /* IUnknown fields */
1630 LONG ref; /* Note: Ref counting not required */
1632 /* WineD3DResource Information */
1634 WINED3DRESOURCETYPE resourceType;
1635 IWineD3DDeviceImpl *wineD3DDevice;
1639 const struct GlPixelFormatDesc *format_desc;
1641 BYTE *allocatedMemory; /* Pointer to the real data location */
1642 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1643 struct list privateData;
1644 struct list resource_list_entry;
1646 } IWineD3DResourceClass;
1648 typedef struct IWineD3DResourceImpl
1650 /* IUnknown & WineD3DResource Information */
1651 const IWineD3DResourceVtbl *lpVtbl;
1652 IWineD3DResourceClass resource;
1653 } IWineD3DResourceImpl;
1655 void resource_cleanup(IWineD3DResource *iface);
1656 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1657 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1658 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1659 DWORD resource_get_priority(IWineD3DResource *iface);
1660 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1661 void *data, DWORD *data_size);
1662 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1663 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1664 WINED3DPOOL pool, IUnknown *parent);
1665 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1666 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1667 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1668 const void *data, DWORD data_size, DWORD flags);
1670 /* Tests show that the start address of resources is 32 byte aligned */
1671 #define RESOURCE_ALIGNMENT 32
1673 /*****************************************************************************
1674 * IWineD3DBaseTexture D3D- > openGL state map lookups
1677 typedef enum winetexturestates {
1678 WINED3DTEXSTA_ADDRESSU = 0,
1679 WINED3DTEXSTA_ADDRESSV = 1,
1680 WINED3DTEXSTA_ADDRESSW = 2,
1681 WINED3DTEXSTA_BORDERCOLOR = 3,
1682 WINED3DTEXSTA_MAGFILTER = 4,
1683 WINED3DTEXSTA_MINFILTER = 5,
1684 WINED3DTEXSTA_MIPFILTER = 6,
1685 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1686 WINED3DTEXSTA_MAXANISOTROPY = 8,
1687 WINED3DTEXSTA_SRGBTEXTURE = 9,
1688 WINED3DTEXSTA_ELEMENTINDEX = 10,
1689 WINED3DTEXSTA_DMAPOFFSET = 11,
1690 WINED3DTEXSTA_TSSADDRESSW = 12,
1691 MAX_WINETEXTURESTATES = 13,
1692 } winetexturestates;
1696 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1697 SRGB_RGB = 1, /* Loads the rgb texture */
1698 SRGB_SRGB = 2, /* Loads the srgb texture */
1699 SRGB_BOTH = 3, /* Loads both textures */
1702 /*****************************************************************************
1703 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1705 typedef struct IWineD3DBaseTextureClass
1707 DWORD states[MAX_WINETEXTURESTATES];
1708 DWORD srgbstates[MAX_WINETEXTURESTATES];
1710 BOOL dirty, srgbDirty;
1711 UINT textureName, srgbTextureName;
1712 float pow2Matrix[16];
1714 WINED3DTEXTUREFILTERTYPE filterType;
1718 BOOL pow2Matrix_identity;
1719 const struct min_lookup *minMipLookup;
1720 const GLenum *magLookup;
1721 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1722 } IWineD3DBaseTextureClass;
1724 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1726 typedef struct IWineD3DBaseTextureImpl
1728 /* IUnknown & WineD3DResource Information */
1729 const IWineD3DBaseTextureVtbl *lpVtbl;
1730 IWineD3DResourceClass resource;
1731 IWineD3DBaseTextureClass baseTexture;
1733 } IWineD3DBaseTextureImpl;
1735 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1736 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1737 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1738 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1739 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1740 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1741 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1742 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1743 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1744 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1745 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1746 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1747 WINED3DPOOL pool, IUnknown *parent);
1748 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1749 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1750 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1751 void basetexture_unload(IWineD3DBaseTexture *iface);
1752 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1753 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1754 This->baseTexture.is_srgb = srgb;
1757 /*****************************************************************************
1758 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1760 typedef struct IWineD3DTextureImpl
1762 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1763 const IWineD3DTextureVtbl *lpVtbl;
1764 IWineD3DResourceClass resource;
1765 IWineD3DBaseTextureClass baseTexture;
1767 /* IWineD3DTexture */
1768 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1772 } IWineD3DTextureImpl;
1774 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1776 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1777 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1779 /*****************************************************************************
1780 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1782 typedef struct IWineD3DCubeTextureImpl
1784 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1785 const IWineD3DCubeTextureVtbl *lpVtbl;
1786 IWineD3DResourceClass resource;
1787 IWineD3DBaseTextureClass baseTexture;
1789 /* IWineD3DCubeTexture */
1790 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1791 } IWineD3DCubeTextureImpl;
1793 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1795 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1796 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1798 typedef struct _WINED3DVOLUMET_DESC
1803 } WINED3DVOLUMET_DESC;
1805 /*****************************************************************************
1806 * IWineD3DVolume implementation structure (extends IUnknown)
1808 typedef struct IWineD3DVolumeImpl
1810 /* IUnknown & WineD3DResource fields */
1811 const IWineD3DVolumeVtbl *lpVtbl;
1812 IWineD3DResourceClass resource;
1814 /* WineD3DVolume Information */
1815 WINED3DVOLUMET_DESC currentDesc;
1816 IWineD3DBase *container;
1819 WINED3DBOX lockedBox;
1820 WINED3DBOX dirtyBox;
1822 } IWineD3DVolumeImpl;
1824 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1826 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1828 /*****************************************************************************
1829 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1831 typedef struct IWineD3DVolumeTextureImpl
1833 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1834 const IWineD3DVolumeTextureVtbl *lpVtbl;
1835 IWineD3DResourceClass resource;
1836 IWineD3DBaseTextureClass baseTexture;
1838 /* IWineD3DVolumeTexture */
1839 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1840 } IWineD3DVolumeTextureImpl;
1842 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1844 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1845 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1847 typedef struct _WINED3DSURFACET_DESC
1849 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1850 DWORD MultiSampleQuality;
1853 } WINED3DSURFACET_DESC;
1855 /*****************************************************************************
1856 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1858 typedef struct wineD3DSurface_DIB {
1864 } wineD3DSurface_DIB;
1871 } renderbuffer_entry_t;
1876 IWineD3DSurface **render_targets;
1877 IWineD3DSurface *depth_stencil;
1882 /*****************************************************************************
1883 * IWineD3DClipp implementation structure
1885 typedef struct IWineD3DClipperImpl
1887 const IWineD3DClipperVtbl *lpVtbl;
1892 } IWineD3DClipperImpl;
1895 /*****************************************************************************
1896 * IWineD3DSurface implementation structure
1898 struct IWineD3DSurfaceImpl
1900 /* IUnknown & IWineD3DResource Information */
1901 const IWineD3DSurfaceVtbl *lpVtbl;
1902 IWineD3DResourceClass resource;
1904 /* IWineD3DSurface fields */
1905 IWineD3DBase *container;
1906 WINED3DSURFACET_DESC currentDesc;
1907 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1908 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1910 /* TODO: move this off into a management class(maybe!) */
1916 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1917 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1919 /* Oversized texture */
1928 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1930 glDescriptor glDescription;
1933 wineD3DSurface_DIB dib;
1936 /* Color keys for DDraw */
1937 WINEDDCOLORKEY DestBltCKey;
1938 WINEDDCOLORKEY DestOverlayCKey;
1939 WINEDDCOLORKEY SrcOverlayCKey;
1940 WINEDDCOLORKEY SrcBltCKey;
1943 WINEDDCOLORKEY glCKey;
1945 struct list renderbuffers;
1946 renderbuffer_entry_t *current_renderbuffer;
1948 /* DirectDraw clippers */
1949 IWineD3DClipper *clipper;
1951 /* DirectDraw Overlay handling */
1952 RECT overlay_srcrect;
1953 RECT overlay_destrect;
1954 IWineD3DSurfaceImpl *overlay_dest;
1955 struct list overlays;
1956 struct list overlay_entry;
1959 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1960 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1962 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1963 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1964 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1965 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1966 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1967 WINED3DPOOL pool, IUnknown *parent);
1969 /* Predeclare the shared Surface functions */
1970 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1971 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1977 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1978 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1979 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1984 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1990 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1996 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2000 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2002 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2004 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2006 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2007 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2009 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2010 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2011 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2012 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2014 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2016 /* Surface flags: */
2017 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2018 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2019 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2020 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2021 #define SFLAG_DISCARD 0x00000010 /* ??? */
2022 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2023 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2024 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2025 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2026 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2027 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2028 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2029 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2030 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2031 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2032 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2033 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2034 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2035 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2036 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2037 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2038 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2039 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2040 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2041 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2043 /* In some conditions the surface memory must not be freed:
2044 * SFLAG_OVERSIZE: Not all data can be kept in GL
2045 * SFLAG_CONVERTED: Converting the data back would take too long
2046 * SFLAG_DIBSECTION: The dib code manages the memory
2047 * SFLAG_LOCKED: The app requires access to the surface data
2048 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2049 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2050 * SFLAG_CLIENT: OpenGL uses our memory as backup
2052 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2054 SFLAG_DIBSECTION | \
2061 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2063 SFLAG_INDRAWABLE | \
2066 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2068 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2070 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2075 CONVERT_PALETTED_CK,
2079 CONVERT_CK_4444_ARGB,
2084 CONVERT_CK_8888_ARGB,
2100 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
2102 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2104 /*****************************************************************************
2105 * IWineD3DVertexDeclaration implementation structure
2107 #define MAX_ATTRIBS 16
2109 struct wined3d_vertex_declaration_element
2111 const struct GlPixelFormatDesc *format_desc;
2121 typedef struct IWineD3DVertexDeclarationImpl {
2122 /* IUnknown Information */
2123 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2127 IWineD3DDeviceImpl *wineD3DDevice;
2129 struct wined3d_vertex_declaration_element *elements;
2132 DWORD streams[MAX_STREAMS];
2134 BOOL position_transformed;
2135 BOOL half_float_conv_needed;
2136 } IWineD3DVertexDeclarationImpl;
2138 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2140 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2141 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2143 /*****************************************************************************
2144 * IWineD3DStateBlock implementation structure
2147 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2148 /* Note: Very long winded but gl Lists are not flexible enough */
2149 /* to resolve everything we need, so doing it manually for now */
2150 typedef struct SAVEDSTATES {
2151 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2152 WORD streamSource; /* MAX_STREAMS, 16 */
2153 WORD streamFreq; /* MAX_STREAMS, 16 */
2154 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2155 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2156 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2157 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2158 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2159 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2160 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2161 BOOL *pixelShaderConstantsF;
2162 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2163 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2164 BOOL *vertexShaderConstantsF;
2165 WORD primitive_type : 1;
2169 WORD vertexDecl : 1;
2170 WORD pixelShader : 1;
2171 WORD vertexShader : 1;
2172 WORD scissorRect : 1;
2181 struct IWineD3DStateBlockImpl
2183 /* IUnknown fields */
2184 const IWineD3DStateBlockVtbl *lpVtbl;
2185 LONG ref; /* Note: Ref counting not required */
2187 /* IWineD3DStateBlock information */
2189 IWineD3DDeviceImpl *wineD3DDevice;
2190 WINED3DSTATEBLOCKTYPE blockType;
2192 /* Array indicating whether things have been set or changed */
2193 SAVEDSTATES changed;
2195 /* Vertex Shader Declaration */
2196 IWineD3DVertexDeclaration *vertexDecl;
2198 IWineD3DVertexShader *vertexShader;
2200 /* Vertex Shader Constants */
2201 BOOL vertexShaderConstantB[MAX_CONST_B];
2202 INT vertexShaderConstantI[MAX_CONST_I * 4];
2203 float *vertexShaderConstantF;
2205 /* primitive type */
2206 GLenum gl_primitive_type;
2210 UINT streamStride[MAX_STREAMS];
2211 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2212 IWineD3DBuffer *streamSource[MAX_STREAMS];
2213 UINT streamFreq[MAX_STREAMS + 1];
2214 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2217 IWineD3DBuffer* pIndexData;
2218 WINED3DFORMAT IndexFmt;
2219 INT baseVertexIndex;
2220 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2223 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2225 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2226 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2227 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2228 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2229 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2232 double clipplane[MAX_CLIPPLANES][4];
2233 WINED3DCLIPSTATUS clip_status;
2236 WINED3DVIEWPORT viewport;
2239 WINED3DMATERIAL material;
2242 IWineD3DPixelShader *pixelShader;
2244 /* Pixel Shader Constants */
2245 BOOL pixelShaderConstantB[MAX_CONST_B];
2246 INT pixelShaderConstantI[MAX_CONST_I * 4];
2247 float *pixelShaderConstantF;
2250 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2253 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2255 /* Texture State Stage */
2256 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2257 DWORD lowest_disabled_stage;
2258 /* Sampler States */
2259 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2261 /* Scissor test rectangle */
2264 /* Contained state management */
2265 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2266 unsigned int num_contained_render_states;
2267 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2268 unsigned int num_contained_transform_states;
2269 DWORD contained_vs_consts_i[MAX_CONST_I];
2270 unsigned int num_contained_vs_consts_i;
2271 DWORD contained_vs_consts_b[MAX_CONST_B];
2272 unsigned int num_contained_vs_consts_b;
2273 DWORD *contained_vs_consts_f;
2274 unsigned int num_contained_vs_consts_f;
2275 DWORD contained_ps_consts_i[MAX_CONST_I];
2276 unsigned int num_contained_ps_consts_i;
2277 DWORD contained_ps_consts_b[MAX_CONST_B];
2278 unsigned int num_contained_ps_consts_b;
2279 DWORD *contained_ps_consts_f;
2280 unsigned int num_contained_ps_consts_f;
2281 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2282 unsigned int num_contained_tss_states;
2283 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2284 unsigned int num_contained_sampler_states;
2287 extern void stateblock_savedstates_set(
2288 IWineD3DStateBlock* iface,
2289 SAVEDSTATES* states,
2292 extern void stateblock_copy(
2293 IWineD3DStateBlock* destination,
2294 IWineD3DStateBlock* source);
2296 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2298 /* Direct3D terminology with little modifications. We do not have an issued state
2299 * because only the driver knows about it, but we have a created state because d3d
2300 * allows GetData on a created issue, but opengl doesn't
2307 /*****************************************************************************
2308 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2310 typedef struct IWineD3DQueryImpl
2312 const IWineD3DQueryVtbl *lpVtbl;
2313 LONG ref; /* Note: Ref counting not required */
2316 /*TODO: replace with iface usage */
2318 IWineD3DDevice *wineD3DDevice;
2320 IWineD3DDeviceImpl *wineD3DDevice;
2323 /* IWineD3DQuery fields */
2324 enum query_state state;
2325 WINED3DQUERYTYPE type;
2326 /* TODO: Think about using a IUnknown instead of a void* */
2330 } IWineD3DQueryImpl;
2332 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2333 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2334 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2336 /* Datastructures for IWineD3DQueryImpl.extendedData */
2337 typedef struct WineQueryOcclusionData {
2339 WineD3DContext *ctx;
2340 } WineQueryOcclusionData;
2342 typedef struct WineQueryEventData {
2344 WineD3DContext *ctx;
2345 } WineQueryEventData;
2347 /* IWineD3DBuffer */
2349 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2350 * fixed function semantics as D3DCOLOR or FLOAT16 */
2351 enum wined3d_buffer_conversion_type
2356 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2359 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2360 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2361 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2362 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2363 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2365 struct wined3d_buffer
2367 const struct IWineD3DBufferVtbl *vtbl;
2368 IWineD3DResourceClass resource;
2370 struct wined3d_buffer_desc desc;
2372 GLuint buffer_object;
2373 GLenum buffer_object_usage;
2374 GLenum buffer_type_hint;
2375 UINT buffer_object_size;
2383 /* conversion stuff */
2384 UINT conversion_count;
2386 UINT stride; /* 0 if no conversion */
2387 UINT conversion_stride; /* 0 if no shifted conversion */
2388 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2389 /* Extra load offsets, for FLOAT16 conversion */
2390 UINT *conversion_shift; /* NULL if no shifted conversion */
2393 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2394 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2395 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2397 /* IWineD3DRendertargetView */
2398 struct wined3d_rendertarget_view
2400 const struct IWineD3DRendertargetViewVtbl *vtbl;
2403 IWineD3DResource *resource;
2407 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2409 /*****************************************************************************
2410 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2413 typedef struct IWineD3DSwapChainImpl
2416 const IWineD3DSwapChainVtbl *lpVtbl;
2417 LONG ref; /* Note: Ref counting not required */
2420 IWineD3DDeviceImpl *wineD3DDevice;
2422 /* IWineD3DSwapChain fields */
2423 IWineD3DSurface **backBuffer;
2424 IWineD3DSurface *frontBuffer;
2425 WINED3DPRESENT_PARAMETERS presentParms;
2426 DWORD orig_width, orig_height;
2427 WINED3DFORMAT orig_fmt;
2428 WINED3DGAMMARAMP orig_gamma;
2430 long prev_time, frames; /* Performance tracking */
2431 unsigned int vSyncCounter;
2433 WineD3DContext **context; /* Later a array for multithreading */
2434 unsigned int num_contexts;
2437 } IWineD3DSwapChainImpl;
2439 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2440 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2441 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2444 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2445 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2446 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2448 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2449 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2450 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2451 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2452 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2454 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2456 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2458 /*****************************************************************************
2459 * Utility function prototypes
2462 /* Trace routines */
2463 const char* debug_d3dformat(WINED3DFORMAT fmt);
2464 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2465 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2466 const char* debug_d3dusage(DWORD usage);
2467 const char* debug_d3dusagequery(DWORD usagequery);
2468 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2469 const char* debug_d3ddeclusage(BYTE usage);
2470 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2471 const char* debug_d3drenderstate(DWORD state);
2472 const char* debug_d3dsamplerstate(DWORD state);
2473 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2474 const char* debug_d3dtexturestate(DWORD state);
2475 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2476 const char* debug_d3dpool(WINED3DPOOL pool);
2477 const char *debug_fbostatus(GLenum status);
2478 const char *debug_glerror(GLenum error);
2479 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2480 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2481 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2482 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2483 const char *debug_surflocation(DWORD flag);
2485 /* Routines for GL <-> D3D values */
2486 GLenum StencilOp(DWORD op);
2487 GLenum CompareFunc(DWORD func);
2488 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2489 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2490 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2491 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2492 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2493 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2494 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2495 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2496 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2497 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2498 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2500 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2501 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2502 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2503 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2504 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2505 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2506 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2508 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2509 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2510 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2513 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2514 UINT wined3d_log2i(UINT32 x);
2515 unsigned int count_bits(unsigned int mask);
2517 typedef struct local_constant {
2523 typedef struct SHADER_LIMITS {
2524 unsigned int temporary;
2525 unsigned int texcoord;
2526 unsigned int sampler;
2527 unsigned int constant_int;
2528 unsigned int constant_float;
2529 unsigned int constant_bool;
2530 unsigned int address;
2531 unsigned int packed_output;
2532 unsigned int packed_input;
2533 unsigned int attributes;
2537 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2538 maintain state information between multiple codes */
2539 typedef struct SHADER_PARSE_STATE {
2540 unsigned int current_row;
2541 DWORD texcoord_w[2];
2542 } SHADER_PARSE_STATE;
2545 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2547 #define PRINTF_ATTR(fmt,args)
2550 /* Base Shader utility functions.
2551 * (may move callers into the same file in the future) */
2552 extern int shader_addline(
2553 SHADER_BUFFER* buffer,
2554 const char* fmt, ...) PRINTF_ATTR(2,3);
2555 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2557 /* Vertex shader utility functions */
2558 extern BOOL vshader_get_input(
2559 IWineD3DVertexShader* iface,
2560 BYTE usage_req, BYTE usage_idx_req,
2561 unsigned int* regnum);
2563 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2565 /*****************************************************************************
2566 * IDirect3DBaseShader implementation structure
2568 typedef struct IWineD3DBaseShaderClass
2571 SHADER_LIMITS limits;
2572 SHADER_PARSE_STATE parse_state;
2574 UINT functionLength;
2575 UINT cur_loop_depth, cur_loop_regno;
2576 BOOL load_local_constsF;
2577 const struct wined3d_shader_frontend *frontend;
2578 void *frontend_data;
2580 /* Programs this shader is linked with */
2581 struct list linked_programs;
2583 /* Immediate constants (override global ones) */
2584 struct list constantsB;
2585 struct list constantsF;
2586 struct list constantsI;
2587 shader_reg_maps reg_maps;
2589 /* Pointer to the parent device */
2590 IWineD3DDevice *device;
2591 struct list shader_list_entry;
2593 } IWineD3DBaseShaderClass;
2595 typedef struct IWineD3DBaseShaderImpl {
2597 const IWineD3DBaseShaderVtbl *lpVtbl;
2599 /* IWineD3DBaseShader */
2600 IWineD3DBaseShaderClass baseShader;
2601 } IWineD3DBaseShaderImpl;
2603 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2604 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2605 void shader_cleanup(IWineD3DBaseShader *iface);
2606 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2607 const struct wined3d_shader_version *shader_version);
2608 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2609 const struct wined3d_shader_version *shader_version);
2610 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2611 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2612 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2613 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2614 struct wined3d_shader_signature_element *input_signature,
2615 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2616 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2617 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2618 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2619 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2621 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2623 return type == WINED3D_SHADER_TYPE_PIXEL;
2626 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2628 return type == WINED3D_SHADER_TYPE_VERTEX;
2631 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2635 case WINED3DSPR_RASTOUT:
2637 if (reg->idx != 0) return TRUE;
2641 case WINED3DSPR_DEPTHOUT: /* oDepth */
2642 case WINED3DSPR_CONSTBOOL: /* b# */
2643 case WINED3DSPR_LOOP: /* aL */
2644 case WINED3DSPR_PREDICATE: /* p0 */
2647 case WINED3DSPR_MISCTYPE:
2658 case WINED3DSPR_IMMCONST:
2659 switch(reg->immconst_type)
2661 case WINED3D_IMMCONST_FLOAT:
2672 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2673 local_constant* lconst;
2675 if(This->baseShader.load_local_constsF) return FALSE;
2676 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2677 if(lconst->idx == reg) return TRUE;
2683 /*****************************************************************************
2684 * IDirect3DVertexShader implementation structures
2686 typedef struct IWineD3DVertexShaderImpl {
2688 const IWineD3DVertexShaderVtbl *lpVtbl;
2690 /* IWineD3DBaseShader */
2691 IWineD3DBaseShaderClass baseShader;
2693 /* IWineD3DVertexShaderImpl */
2701 /* Vertex shader input and output semantics */
2702 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2703 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2705 UINT min_rel_offset, max_rel_offset;
2708 UINT recompile_count;
2709 } IWineD3DVertexShaderImpl;
2710 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2712 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2714 /*****************************************************************************
2715 * IDirect3DPixelShader implementation structure
2718 /* Using additional shader constants (uniforms in GLSL / program environment
2719 * or local parameters in ARB) is costly:
2720 * ARB only knows float4 parameters and GLSL compiler are not really smart
2721 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2722 * (in fact most compilers map a float2 to a full float4 uniform).
2724 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2725 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2726 * into a single shader constant (uniform / program parameter).
2728 * This structure is shared between the GLSL and the ARB backend.*/
2729 struct ps_np2fixup_info {
2730 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2731 WORD active; /* bitfield indicating if we can apply the fixup */
2735 typedef struct IWineD3DPixelShaderImpl {
2736 /* IUnknown parts */
2737 const IWineD3DPixelShaderVtbl *lpVtbl;
2739 /* IWineD3DBaseShader */
2740 IWineD3DBaseShaderClass baseShader;
2742 /* IWineD3DPixelShaderImpl */
2745 /* Pixel shader input semantics */
2746 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2747 DWORD input_reg_map[MAX_REG_INPUT];
2748 BOOL input_reg_used[MAX_REG_INPUT];
2749 int declared_in_count;
2754 /* Some information about the shader behavior */
2760 } IWineD3DPixelShaderImpl;
2762 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2763 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2764 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2766 /* sRGB correction constants */
2767 static const float srgb_cmp = 0.0031308;
2768 static const float srgb_mul_low = 12.92;
2769 static const float srgb_pow = 0.41666;
2770 static const float srgb_mul_high = 1.055;
2771 static const float srgb_sub_high = 0.055;
2773 /*****************************************************************************
2774 * IWineD3DPalette implementation structure
2776 struct IWineD3DPaletteImpl {
2777 /* IUnknown parts */
2778 const IWineD3DPaletteVtbl *lpVtbl;
2782 IWineD3DDeviceImpl *wineD3DDevice;
2784 /* IWineD3DPalette */
2786 WORD palVersion; /*| */
2787 WORD palNumEntries; /*| LOGPALETTE */
2788 PALETTEENTRY palents[256]; /*| */
2789 /* This is to store the palette in 'screen format' */
2790 int screen_palents[256];
2794 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2795 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2797 /* DirectDraw utility functions */
2798 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2800 /*****************************************************************************
2801 * Pixel format management
2804 /* WineD3D pixel format flags */
2805 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2806 #define WINED3DFMT_FLAG_FILTERING 0x2
2807 #define WINED3DFMT_FLAG_DEPTH 0x4
2808 #define WINED3DFMT_FLAG_STENCIL 0x8
2809 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2810 #define WINED3DFMT_FLAG_FOURCC 0x20
2811 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2812 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2814 struct GlPixelFormatDesc
2816 WINED3DFORMAT format;
2827 UINT block_byte_count;
2829 enum wined3d_ffp_emit_idx emit_idx;
2830 GLint component_count;
2832 GLint gl_vtx_format;
2833 GLboolean gl_normalized;
2834 unsigned int component_size;
2837 GLint glGammaInternal;
2843 struct color_fixup_desc color_fixup;
2846 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2848 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2850 return (stateblock->vertexShader
2851 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2852 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2855 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2857 return (stateblock->pixelShader
2858 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2861 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2862 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2864 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2865 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"