2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 /* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
222 static inline float float_16_to_32(const unsigned short *in) {
223 const unsigned short s = ((*in) & 0x8000);
224 const unsigned short e = ((*in) & 0x7C00) >> 10;
225 const unsigned short m = (*in) & 0x3FF;
226 const float sgn = (s ? -1.0 : 1.0);
229 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
230 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
232 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
234 if(m == 0) return sgn / 0.0; /* +INF / -INF */
235 else return 0.0 / 0.0; /* NAN */
255 #define ORM_BACKBUFFER 0
256 #define ORM_PBUFFER 1
260 #define SHADER_GLSL 2
262 #define SHADER_NONE 4
264 #define RTL_DISABLE -1
266 #define RTL_READDRAW 1
267 #define RTL_READTEX 2
268 #define RTL_TEXDRAW 3
271 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
272 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
274 /* NOTE: When adding fields to this structure, make sure to update the default
275 * values in wined3d_main.c as well. */
276 typedef struct wined3d_settings_s {
277 /* vertex and pixel shader modes */
281 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
282 we should use it. However, until it's fully implemented, we'll leave it as a registry
283 setting for developers. */
285 int offscreen_rendering_mode;
286 int rendertargetlock_mode;
287 unsigned short pci_vendor_id;
288 unsigned short pci_device_id;
289 /* Memory tracking and object counting */
290 unsigned int emulated_textureram;
292 int allow_multisampling;
293 } wined3d_settings_t;
295 extern wined3d_settings_t wined3d_settings;
297 /* Shader backends */
299 /* TODO: Make this dynamic, based on shader limits ? */
300 #define MAX_ATTRIBS 16
301 #define MAX_REG_ADDR 1
302 #define MAX_REG_TEMP 32
303 #define MAX_REG_TEXCRD 8
304 #define MAX_REG_INPUT 12
305 #define MAX_REG_OUTPUT 12
306 #define MAX_CONST_I 16
307 #define MAX_CONST_B 16
309 /* FIXME: This needs to go up to 2048 for
310 * Shader model 3 according to msdn (and for software shaders) */
311 #define MAX_LABELS 16
313 #define SHADER_PGMSIZE 65535
314 typedef struct SHADER_BUFFER {
321 enum WINED3D_SHADER_INSTRUCTION_HANDLER
390 WINED3DSIH_TEXDP3TEX,
394 WINED3DSIH_TEXM3x2DEPTH,
395 WINED3DSIH_TEXM3x2PAD,
396 WINED3DSIH_TEXM3x2TEX,
398 WINED3DSIH_TEXM3x3DIFF,
399 WINED3DSIH_TEXM3x3PAD,
400 WINED3DSIH_TEXM3x3SPEC,
401 WINED3DSIH_TEXM3x3TEX,
402 WINED3DSIH_TEXM3x3VSPEC,
403 WINED3DSIH_TEXREG2AR,
404 WINED3DSIH_TEXREG2GB,
405 WINED3DSIH_TEXREG2RGB,
406 WINED3DSIH_TABLE_SIZE
409 typedef struct shader_reg_maps
411 DWORD shader_version;
412 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
413 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
414 char address[MAX_REG_ADDR]; /* vertex */
415 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
416 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
417 char attributes[MAX_ATTRIBS]; /* vertex */
418 char labels[MAX_LABELS]; /* pixel, vertex */
419 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
421 /* Sampler usage tokens
422 * Use 0 as default (bit 31 is always 1 on a valid token) */
423 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
424 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
425 char usesnrm, vpos, usesdsy;
428 /* Whether or not loops are used in this shader, and nesting depth */
431 /* Whether or not this shader uses fog */
436 typedef struct SHADER_OPCODE
441 CONST UINT num_params;
442 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
447 struct wined3d_shader_context
449 IWineD3DBaseShader *shader;
450 const struct shader_reg_maps *reg_maps;
451 SHADER_BUFFER *buffer;
454 struct wined3d_shader_dst_param
456 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
465 struct wined3d_shader_instruction
467 const struct wined3d_shader_context *ctx;
468 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
475 const struct wined3d_shader_dst_param *dst;
479 struct wined3d_shader_semantic
481 WINED3DDECLUSAGE usage;
483 struct wined3d_shader_dst_param reg;
486 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
489 DWORD VertexShaderVersion;
490 DWORD MaxVertexShaderConst;
492 DWORD PixelShaderVersion;
493 float PixelShader1xMaxValue;
494 DWORD MaxPixelShaderConst;
496 WINED3DVSHADERCAPS2_0 VS20Caps;
497 WINED3DPSHADERCAPS2_0 PS20Caps;
499 DWORD MaxVShaderInstructionsExecuted;
500 DWORD MaxPShaderInstructionsExecuted;
501 DWORD MaxVertexShader30InstructionSlots;
502 DWORD MaxPixelShader30InstructionSlots;
515 enum vertexprocessing_mode {
521 #define WINED3D_CONST_NUM_UNUSED ~0U
523 struct stb_const_desc {
524 unsigned char texunit;
535 /* Stateblock dependent parameters which have to be hardcoded
536 * into the shader code
538 struct ps_compile_args {
539 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
540 enum vertexprocessing_mode vp_mode;
542 /* Projected textures(ps 1.0-1.3) */
543 /* Texture types(2D, Cube, 3D) in ps 1.x */
544 BOOL srgb_correction;
546 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
547 D3D9 has a limit of 16 samplers and the fixup is superfluous
548 in D3D10 (unconditional NP2 support mandatory). */
556 struct vs_compile_args {
558 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
562 const SHADER_HANDLER *shader_instruction_handler_table;
563 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
564 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
565 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
566 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
567 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
568 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
569 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
570 void (*shader_destroy)(IWineD3DBaseShader *iface);
571 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
572 void (*shader_free_private)(IWineD3DDevice *iface);
573 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
574 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
575 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
576 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
577 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
580 extern const shader_backend_t glsl_shader_backend;
581 extern const shader_backend_t arb_program_shader_backend;
582 extern const shader_backend_t none_shader_backend;
586 extern void (* CDECL wine_tsx11_lock_ptr)(void);
587 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
589 /* As GLX relies on X, this is needed */
593 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
594 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
596 #define ENTER_GL() wine_tsx11_lock_ptr()
597 #define LEAVE_GL() wine_tsx11_unlock_ptr()
600 /*****************************************************************************
604 /* GL related defines */
605 /* ------------------ */
606 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
607 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
608 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
609 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
611 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
612 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
613 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
614 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
616 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
617 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
618 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
619 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
621 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
622 (vec)[0] = D3DCOLOR_R(dw); \
623 (vec)[1] = D3DCOLOR_G(dw); \
624 (vec)[2] = D3DCOLOR_B(dw); \
625 (vec)[3] = D3DCOLOR_A(dw); \
628 /* DirectX Device Limits */
629 /* --------------------- */
630 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
632 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
633 See MaxStreams in MSDN under GetDeviceCaps */
634 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
636 /* Checking of API calls */
637 /* --------------------- */
638 #ifndef WINE_NO_DEBUG_MSGS
639 #define checkGLcall(A) \
641 GLint err = glGetError(); \
642 if (err == GL_NO_ERROR) { \
643 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
646 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
647 debug_glerror(err), err, A, __FILE__, __LINE__); \
648 err = glGetError(); \
649 } while (err != GL_NO_ERROR); \
652 #define checkGLcall(A) do {} while(0)
655 /* Trace routines / diagnostics */
656 /* ---------------------------- */
658 /* Dump out a matrix and copy it */
659 #define conv_mat(mat,gl_mat) \
661 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
662 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
663 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
664 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
665 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
668 /* Macro to dump out the current state of the light chain */
669 #define DUMP_LIGHT_CHAIN() \
671 PLIGHTINFOEL *el = This->stateBlock->lights;\
673 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
678 /* Trace vector and strided data information */
679 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
680 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
681 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
682 si->elements[name].buffer_object, si->elements[name].stream_idx);
684 /* Defines used for optimizations */
686 /* Only reapply what is necessary */
687 #define REAPPLY_ALPHAOP 0x0001
688 #define REAPPLY_ALL 0xFFFF
690 /* Advance declaration of structures to satisfy compiler */
691 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
692 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
693 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
694 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
696 /* Global variables */
697 extern const float identity[16];
699 /*****************************************************************************
700 * Compilable extra diagnostics
703 /* Trace information per-vertex: (extremely high amount of trace) */
704 #if 0 /* NOTE: Must be 0 in cvs */
705 # define VTRACE(A) TRACE A
710 /* TODO: Confirm each of these works when wined3d move completed */
711 #if 0 /* NOTE: Must be 0 in cvs */
712 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
713 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
714 is enabled, and if it doesn't exist it is disabled. */
715 # define FRAME_DEBUGGING
716 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
717 the file is deleted */
718 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
719 # define SINGLE_FRAME_DEBUGGING
721 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
722 It can only be enabled when FRAME_DEBUGGING is also enabled
723 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
725 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
726 # define SHOW_FRAME_MAKEUP 1
728 /* The following, when enabled, lets you see the makeup of the all the textures used during each
729 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
730 The contents of the textures assigned to each stage are written into
731 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
732 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
733 # define SHOW_TEXTURE_MAKEUP 0
736 extern BOOL isDumpingFrames;
737 extern LONG primCounter;
742 WINED3D_FFP_POSITION = 0,
743 WINED3D_FFP_BLENDWEIGHT = 1,
744 WINED3D_FFP_BLENDINDICES = 2,
745 WINED3D_FFP_NORMAL = 3,
746 WINED3D_FFP_PSIZE = 4,
747 WINED3D_FFP_DIFFUSE = 5,
748 WINED3D_FFP_SPECULAR = 6,
749 WINED3D_FFP_TEXCOORD0 = 7,
750 WINED3D_FFP_TEXCOORD1 = 8,
751 WINED3D_FFP_TEXCOORD2 = 9,
752 WINED3D_FFP_TEXCOORD3 = 10,
753 WINED3D_FFP_TEXCOORD4 = 11,
754 WINED3D_FFP_TEXCOORD5 = 12,
755 WINED3D_FFP_TEXCOORD6 = 13,
756 WINED3D_FFP_TEXCOORD7 = 14,
759 enum wined3d_ffp_emit_idx
761 WINED3D_FFP_EMIT_FLOAT1 = 0,
762 WINED3D_FFP_EMIT_FLOAT2 = 1,
763 WINED3D_FFP_EMIT_FLOAT3 = 2,
764 WINED3D_FFP_EMIT_FLOAT4 = 3,
765 WINED3D_FFP_EMIT_D3DCOLOR = 4,
766 WINED3D_FFP_EMIT_UBYTE4 = 5,
767 WINED3D_FFP_EMIT_SHORT2 = 6,
768 WINED3D_FFP_EMIT_SHORT4 = 7,
769 WINED3D_FFP_EMIT_UBYTE4N = 8,
770 WINED3D_FFP_EMIT_SHORT2N = 9,
771 WINED3D_FFP_EMIT_SHORT4N = 10,
772 WINED3D_FFP_EMIT_USHORT2N = 11,
773 WINED3D_FFP_EMIT_USHORT4N = 12,
774 WINED3D_FFP_EMIT_UDEC3 = 13,
775 WINED3D_FFP_EMIT_DEC3N = 14,
776 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
777 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
778 WINED3D_FFP_EMIT_COUNT = 17
781 struct wined3d_stream_info_element
783 const struct GlPixelFormatDesc *format_desc;
787 GLuint buffer_object;
790 struct wined3d_stream_info
792 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
793 BOOL position_transformed;
794 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
795 WORD use_map; /* MAX_ATTRIBS, 16 */
798 /*****************************************************************************
802 /* Routine common to the draw primitive and draw indexed primitive routines */
803 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
804 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
805 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
807 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
808 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
809 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
810 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
811 extern glAttribFunc specular_func_3ubv;
812 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
813 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
814 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
818 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
819 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
821 /* Routines and structures related to state management */
822 typedef struct WineD3DContext WineD3DContext;
823 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
825 #define STATE_RENDER(a) (a)
826 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
828 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
829 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
831 /* + 1 because samplers start with 0 */
832 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
833 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
835 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
836 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
838 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
839 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
841 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
842 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
843 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
844 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
846 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
847 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
849 #define STATE_VSHADER (STATE_VDECL + 1)
850 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
852 #define STATE_VIEWPORT (STATE_VSHADER + 1)
853 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
855 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
856 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
857 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
858 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
860 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
861 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
863 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
864 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
866 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
867 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
869 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
871 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
873 #define STATE_HIGHEST (STATE_FRONTFACE)
877 DWORD representative;
878 APPLYSTATEFUNC apply;
881 struct StateEntryTemplate
884 struct StateEntry content;
885 GL_SupportedExt extension;
888 struct fragment_caps {
889 DWORD PrimitiveMiscCaps;
892 DWORD MaxTextureBlendStages;
893 DWORD MaxSimultaneousTextures;
896 struct fragment_pipeline {
897 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
898 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
899 HRESULT (*alloc_private)(IWineD3DDevice *iface);
900 void (*free_private)(IWineD3DDevice *iface);
901 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
902 const struct StateEntryTemplate *states;
903 BOOL ffp_proj_control;
906 extern const struct StateEntryTemplate misc_state_template[];
907 extern const struct StateEntryTemplate ffp_vertexstate_template[];
908 extern const struct fragment_pipeline ffp_fragment_pipeline;
909 extern const struct fragment_pipeline atifs_fragment_pipeline;
910 extern const struct fragment_pipeline arbfp_fragment_pipeline;
911 extern const struct fragment_pipeline nvts_fragment_pipeline;
912 extern const struct fragment_pipeline nvrc_fragment_pipeline;
914 /* "Base" state table */
915 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
916 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
917 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
919 /* Shaders for color conversions in blits */
921 HRESULT (*alloc_private)(IWineD3DDevice *iface);
922 void (*free_private)(IWineD3DDevice *iface);
923 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
924 GLenum textype, UINT width, UINT height);
925 void (*unset_shader)(IWineD3DDevice *iface);
926 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
929 extern const struct blit_shader ffp_blit;
930 extern const struct blit_shader arbfp_blit;
938 /* The new context manager that should deal with onscreen and offscreen rendering */
939 struct WineD3DContext {
940 /* State dirtification
941 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
942 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
943 * 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
944 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
946 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
947 DWORD numDirtyEntries;
948 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
950 IWineD3DSurface *surface;
951 DWORD tid; /* Thread ID which owns this context at the moment */
953 /* Stores some information about the context state for optimization */
954 WORD draw_buffer_dirty : 1;
955 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
956 WORD last_was_pshader : 1;
957 WORD last_was_vshader : 1;
958 WORD namedArraysLoaded : 1;
959 WORD numberedArraysLoaded : 1;
960 WORD last_was_blit : 1;
961 WORD last_was_ckey : 1;
964 WORD fog_enabled : 1;
965 WORD num_untracked_materials : 2; /* Max value 2 */
967 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
968 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
969 DWORD numbered_array_mask;
970 GLenum tracking_parm; /* Which source is tracking current colour */
971 GLenum untracked_materials[2];
973 enum fogsource fog_source;
975 char *vshader_const_dirty, *pshader_const_dirty;
977 /* The actual opengl context */
985 struct list fbo_list;
986 struct fbo_entry *current_fbo;
990 /* Extension emulation */
992 GLfloat fog_coord_value;
993 GLfloat color[4], fogstart, fogend, fogcolor[4];
996 typedef enum ContextUsage {
997 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
998 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
999 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1000 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1003 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1004 WineD3DContext *getActiveContext(void);
1005 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1006 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1007 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1008 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1009 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1010 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1012 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1013 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1015 /* Macros for doing basic GPU detection based on opengl capabilities */
1016 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1017 #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])
1018 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1019 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1021 /* Default callbacks for implicit object destruction */
1022 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1024 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1026 /*****************************************************************************
1027 * Internal representation of a light
1029 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1030 struct PLIGHTINFOEL {
1031 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1032 DWORD OriginalIndex;
1035 BOOL enabledChanged;
1038 /* Converted parms to speed up swapping lights */
1047 /* The default light parameters */
1048 extern const WINED3DLIGHT WINED3D_default_light;
1050 typedef struct WineD3D_PixelFormat
1052 int iPixelFormat; /* WGL pixel format */
1053 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1054 int redSize, greenSize, blueSize, alphaSize;
1055 int depthSize, stencilSize;
1056 BOOL windowDrawable;
1057 BOOL pbufferDrawable;
1061 } WineD3D_PixelFormat;
1063 /* The adapter structure */
1064 struct WineD3DAdapter
1069 WineD3D_GL_Info gl_info;
1071 const char *description;
1072 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1074 WineD3D_PixelFormat *cfgs;
1075 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1076 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1077 unsigned int UsedTextureRam;
1080 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1081 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1082 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1083 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1085 /*****************************************************************************
1086 * High order patch management
1088 struct WineD3DRectPatch
1092 WineDirect3DVertexStridedData strided;
1093 WINED3DRECTPATCH_INFO RectPatchInfo;
1095 char has_normals, has_texcoords;
1099 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1101 enum projection_types
1114 /*****************************************************************************
1115 * Fixed function pipeline replacements
1117 #define ARG_UNUSED 0xff
1118 struct texture_stage_op
1130 struct color_fixup_desc color_fixup;
1131 unsigned tex_type : 3;
1133 unsigned projected : 2;
1134 unsigned padding : 10;
1137 struct ffp_frag_settings {
1138 struct texture_stage_op op[MAX_TEXTURES];
1140 /* Use an int instead of a char to get dword alignment */
1141 unsigned int sRGB_write;
1144 struct ffp_frag_desc
1146 struct ffp_frag_settings settings;
1149 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1150 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1151 const struct ffp_frag_settings *settings);
1152 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1153 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1154 unsigned int ffp_frag_program_key_hash(const void *key);
1156 /*****************************************************************************
1157 * IWineD3D implementation structure
1159 typedef struct IWineD3DImpl
1161 /* IUnknown fields */
1162 const IWineD3DVtbl *lpVtbl;
1163 LONG ref; /* Note: Ref counting not required */
1165 /* WineD3D Information */
1170 struct WineD3DAdapter adapters[1];
1173 extern const IWineD3DVtbl IWineD3D_Vtbl;
1175 BOOL InitAdapters(IWineD3DImpl *This);
1177 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1178 (since it will break quite a few things until contexts are managed properly!) */
1179 extern BOOL pbuffer_support;
1180 /* allocate one pbuffer per surface */
1181 extern BOOL pbuffer_per_surface;
1183 /* A helper function that dumps a resource list */
1184 void dumpResources(struct list *list);
1186 /*****************************************************************************
1187 * IWineD3DDevice implementation structure
1189 #define WINED3D_UNMAPPED_STAGE ~0U
1191 struct IWineD3DDeviceImpl
1193 /* IUnknown fields */
1194 const IWineD3DDeviceVtbl *lpVtbl;
1195 LONG ref; /* Note: Ref counting not required */
1197 /* WineD3D Information */
1199 IWineD3DDeviceParent *device_parent;
1201 struct WineD3DAdapter *adapter;
1203 /* Window styles to restore when switching fullscreen mode */
1207 /* X and GL Information */
1208 GLint maxConcurrentLights;
1209 GLenum offscreenBuffer;
1211 /* Selected capabilities */
1212 int vs_selected_mode;
1213 int ps_selected_mode;
1214 const shader_backend_t *shader_backend;
1216 void *fragment_priv;
1218 struct StateEntry StateTable[STATE_HIGHEST + 1];
1219 /* Array of functions for states which are handled by more than one pipeline part */
1220 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1221 const struct fragment_pipeline *frag_pipe;
1222 const struct blit_shader *blitter;
1224 unsigned int max_ffp_textures, max_ffp_texture_stages;
1225 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1227 WORD view_ident : 1; /* true iff view matrix is identity */
1228 WORD untransformed : 1;
1229 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1230 WORD isRecordingState : 1;
1232 WORD render_offscreen : 1;
1233 WORD bCursorVisible : 1;
1234 WORD haveHardwareCursor : 1;
1235 WORD d3d_initialized : 1;
1236 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1237 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1238 WORD useDrawStridedSlow : 1;
1239 WORD instancedDraw : 1;
1242 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1244 #define DDRAW_PITCH_ALIGNMENT 8
1245 #define D3D8_PITCH_ALIGNMENT 4
1246 unsigned char surface_alignment; /* Line Alignment of surfaces */
1248 /* State block related */
1249 IWineD3DStateBlockImpl *stateBlock;
1250 IWineD3DStateBlockImpl *updateStateBlock;
1252 /* Internal use fields */
1253 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1255 WINED3DDEVTYPE devType;
1257 IWineD3DSwapChain **swapchains;
1258 UINT NumberOfSwapChains;
1260 struct list resources; /* a linked list to track resources created by the device */
1261 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1262 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1264 /* Render Target Support */
1265 IWineD3DSurface **render_targets;
1266 IWineD3DSurface *auto_depth_stencil_buffer;
1267 IWineD3DSurface *stencilBufferTarget;
1269 /* Caches to avoid unneeded context changes */
1270 IWineD3DSurface *lastActiveRenderTarget;
1271 IWineD3DSwapChain *lastActiveSwapChain;
1273 /* palettes texture management */
1274 UINT NumberOfPalettes;
1275 PALETTEENTRY **palettes;
1276 UINT currentPalette;
1277 UINT paletteConversionShader;
1279 /* For rendering to a texture using glCopyTexImage */
1280 GLenum *draw_buffers;
1281 GLuint depth_blt_texture;
1282 GLuint depth_blt_rb;
1283 UINT depth_blt_rb_w;
1284 UINT depth_blt_rb_h;
1286 /* Cursor management */
1291 UINT cursorWidth, cursorHeight;
1292 GLuint cursorTexture;
1293 HCURSOR hardwareCursor;
1295 /* The Wine logo surface */
1296 IWineD3DSurface *logo_surface;
1298 /* Textures for when no other textures are mapped */
1299 UINT dummyTextureName[MAX_TEXTURES];
1301 /* Device state management */
1304 /* DirectDraw stuff */
1305 DWORD ddraw_width, ddraw_height;
1306 WINED3DFORMAT ddraw_format;
1308 /* Final position fixup constant */
1311 /* With register combiners we can skip junk texture stages */
1312 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1313 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1315 /* Stream source management */
1316 struct wined3d_stream_info strided_streams;
1317 const WineDirect3DVertexStridedData *up_strided;
1319 /* Context management */
1320 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1321 WineD3DContext *activeContext;
1324 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1325 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1327 /* High level patch management */
1328 #define PATCHMAP_SIZE 43
1329 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1330 struct list patches[PATCHMAP_SIZE];
1331 struct WineD3DRectPatch *currentPatch;
1334 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1336 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1337 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1338 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1339 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1340 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1341 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1342 float Z, DWORD Stencil);
1343 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1344 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1345 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1346 DWORD idx = state >> 5;
1347 BYTE shift = state & 0x1f;
1348 return context->isStateDirty[idx] & (1 << shift);
1351 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1352 typedef struct PrivateData
1357 DWORD flags; /* DDSPD_* */
1368 /*****************************************************************************
1369 * IWineD3DResource implementation structure
1371 typedef struct IWineD3DResourceClass
1373 /* IUnknown fields */
1374 LONG ref; /* Note: Ref counting not required */
1376 /* WineD3DResource Information */
1378 WINED3DRESOURCETYPE resourceType;
1379 IWineD3DDeviceImpl *wineD3DDevice;
1383 const struct GlPixelFormatDesc *format_desc;
1385 BYTE *allocatedMemory; /* Pointer to the real data location */
1386 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1387 struct list privateData;
1388 struct list resource_list_entry;
1390 } IWineD3DResourceClass;
1392 typedef struct IWineD3DResourceImpl
1394 /* IUnknown & WineD3DResource Information */
1395 const IWineD3DResourceVtbl *lpVtbl;
1396 IWineD3DResourceClass resource;
1397 } IWineD3DResourceImpl;
1399 void resource_cleanup(IWineD3DResource *iface);
1400 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1401 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1402 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1403 DWORD resource_get_priority(IWineD3DResource *iface);
1404 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1405 void *data, DWORD *data_size);
1406 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1407 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1408 WINED3DPOOL pool, IUnknown *parent);
1409 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1410 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1411 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1412 const void *data, DWORD data_size, DWORD flags);
1414 /* Tests show that the start address of resources is 32 byte aligned */
1415 #define RESOURCE_ALIGNMENT 32
1417 /*****************************************************************************
1418 * IWineD3DBaseTexture D3D- > openGL state map lookups
1420 #define WINED3DFUNC_NOTSUPPORTED -2
1421 #define WINED3DFUNC_UNIMPLEMENTED -1
1423 typedef enum winetexturestates {
1424 WINED3DTEXSTA_ADDRESSU = 0,
1425 WINED3DTEXSTA_ADDRESSV = 1,
1426 WINED3DTEXSTA_ADDRESSW = 2,
1427 WINED3DTEXSTA_BORDERCOLOR = 3,
1428 WINED3DTEXSTA_MAGFILTER = 4,
1429 WINED3DTEXSTA_MINFILTER = 5,
1430 WINED3DTEXSTA_MIPFILTER = 6,
1431 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1432 WINED3DTEXSTA_MAXANISOTROPY = 8,
1433 WINED3DTEXSTA_SRGBTEXTURE = 9,
1434 WINED3DTEXSTA_ELEMENTINDEX = 10,
1435 WINED3DTEXSTA_DMAPOFFSET = 11,
1436 WINED3DTEXSTA_TSSADDRESSW = 12,
1437 MAX_WINETEXTURESTATES = 13,
1438 } winetexturestates;
1442 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1443 SRGB_RGB = 1, /* Loads the rgb texture */
1444 SRGB_SRGB = 2, /* Loads the srgb texture */
1445 SRGB_BOTH = 3, /* Loads both textures */
1448 /*****************************************************************************
1449 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1451 typedef struct IWineD3DBaseTextureClass
1453 DWORD states[MAX_WINETEXTURESTATES];
1454 DWORD srgbstates[MAX_WINETEXTURESTATES];
1456 BOOL dirty, srgbDirty;
1457 UINT textureName, srgbTextureName;
1458 float pow2Matrix[16];
1460 WINED3DTEXTUREFILTERTYPE filterType;
1464 BOOL pow2Matrix_identity;
1465 const struct min_lookup *minMipLookup;
1466 const GLenum *magLookup;
1467 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1468 } IWineD3DBaseTextureClass;
1470 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1471 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1472 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1473 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1475 typedef struct IWineD3DBaseTextureImpl
1477 /* IUnknown & WineD3DResource Information */
1478 const IWineD3DBaseTextureVtbl *lpVtbl;
1479 IWineD3DResourceClass resource;
1480 IWineD3DBaseTextureClass baseTexture;
1482 } IWineD3DBaseTextureImpl;
1484 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1485 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1486 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1487 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1488 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1489 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1490 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1491 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1492 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1493 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1494 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1495 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1496 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1497 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1498 void basetexture_unload(IWineD3DBaseTexture *iface);
1499 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1500 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1501 This->baseTexture.is_srgb = srgb;
1504 /*****************************************************************************
1505 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1507 typedef struct IWineD3DTextureImpl
1509 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1510 const IWineD3DTextureVtbl *lpVtbl;
1511 IWineD3DResourceClass resource;
1512 IWineD3DBaseTextureClass baseTexture;
1514 /* IWineD3DTexture */
1515 IWineD3DSurface *surfaces[MAX_LEVELS];
1519 } IWineD3DTextureImpl;
1521 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1523 /*****************************************************************************
1524 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1526 typedef struct IWineD3DCubeTextureImpl
1528 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1529 const IWineD3DCubeTextureVtbl *lpVtbl;
1530 IWineD3DResourceClass resource;
1531 IWineD3DBaseTextureClass baseTexture;
1533 /* IWineD3DCubeTexture */
1534 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1535 } IWineD3DCubeTextureImpl;
1537 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1539 typedef struct _WINED3DVOLUMET_DESC
1544 } WINED3DVOLUMET_DESC;
1546 /*****************************************************************************
1547 * IWineD3DVolume implementation structure (extends IUnknown)
1549 typedef struct IWineD3DVolumeImpl
1551 /* IUnknown & WineD3DResource fields */
1552 const IWineD3DVolumeVtbl *lpVtbl;
1553 IWineD3DResourceClass resource;
1555 /* WineD3DVolume Information */
1556 WINED3DVOLUMET_DESC currentDesc;
1557 IWineD3DBase *container;
1560 WINED3DBOX lockedBox;
1561 WINED3DBOX dirtyBox;
1563 } IWineD3DVolumeImpl;
1565 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1567 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1569 /*****************************************************************************
1570 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1572 typedef struct IWineD3DVolumeTextureImpl
1574 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1575 const IWineD3DVolumeTextureVtbl *lpVtbl;
1576 IWineD3DResourceClass resource;
1577 IWineD3DBaseTextureClass baseTexture;
1579 /* IWineD3DVolumeTexture */
1580 IWineD3DVolume *volumes[MAX_LEVELS];
1581 } IWineD3DVolumeTextureImpl;
1583 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1585 typedef struct _WINED3DSURFACET_DESC
1587 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1588 DWORD MultiSampleQuality;
1591 } WINED3DSURFACET_DESC;
1593 /*****************************************************************************
1594 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1596 typedef struct wineD3DSurface_DIB {
1602 } wineD3DSurface_DIB;
1609 } renderbuffer_entry_t;
1614 IWineD3DSurface **render_targets;
1615 IWineD3DSurface *depth_stencil;
1620 /*****************************************************************************
1621 * IWineD3DClipp implementation structure
1623 typedef struct IWineD3DClipperImpl
1625 const IWineD3DClipperVtbl *lpVtbl;
1630 } IWineD3DClipperImpl;
1633 /*****************************************************************************
1634 * IWineD3DSurface implementation structure
1636 struct IWineD3DSurfaceImpl
1638 /* IUnknown & IWineD3DResource Information */
1639 const IWineD3DSurfaceVtbl *lpVtbl;
1640 IWineD3DResourceClass resource;
1642 /* IWineD3DSurface fields */
1643 IWineD3DBase *container;
1644 WINED3DSURFACET_DESC currentDesc;
1645 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1646 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1648 /* TODO: move this off into a management class(maybe!) */
1654 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1655 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1657 /* Oversized texture */
1666 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1668 glDescriptor glDescription;
1671 wineD3DSurface_DIB dib;
1674 /* Color keys for DDraw */
1675 WINEDDCOLORKEY DestBltCKey;
1676 WINEDDCOLORKEY DestOverlayCKey;
1677 WINEDDCOLORKEY SrcOverlayCKey;
1678 WINEDDCOLORKEY SrcBltCKey;
1681 WINEDDCOLORKEY glCKey;
1683 struct list renderbuffers;
1684 renderbuffer_entry_t *current_renderbuffer;
1686 /* DirectDraw clippers */
1687 IWineD3DClipper *clipper;
1689 /* DirectDraw Overlay handling */
1690 RECT overlay_srcrect;
1691 RECT overlay_destrect;
1692 IWineD3DSurfaceImpl *overlay_dest;
1693 struct list overlays;
1694 struct list overlay_entry;
1697 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1698 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1700 /* Predeclare the shared Surface functions */
1701 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1702 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1703 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1704 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1705 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1706 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1707 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1708 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1709 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1710 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1711 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1712 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1713 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1714 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1715 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1716 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1717 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1718 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1719 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1720 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1721 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1722 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1723 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1724 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1725 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1726 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1727 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1728 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1729 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1730 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1731 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1732 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1733 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1734 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1735 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1736 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1737 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1738 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1740 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1741 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1742 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1743 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1745 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1747 /* Surface flags: */
1748 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1749 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1750 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1751 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1752 #define SFLAG_DISCARD 0x00000010 /* ??? */
1753 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1754 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1755 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1756 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1757 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1758 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1759 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1760 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1761 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1762 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1763 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1764 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1765 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1766 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1767 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1768 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1769 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1770 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1771 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1772 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1774 /* In some conditions the surface memory must not be freed:
1775 * SFLAG_OVERSIZE: Not all data can be kept in GL
1776 * SFLAG_CONVERTED: Converting the data back would take too long
1777 * SFLAG_DIBSECTION: The dib code manages the memory
1778 * SFLAG_LOCKED: The app requires access to the surface data
1779 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1780 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1781 * SFLAG_CLIENT: OpenGL uses our memory as backup
1783 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1785 SFLAG_DIBSECTION | \
1792 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1794 SFLAG_INDRAWABLE | \
1797 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1799 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1801 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1806 CONVERT_PALETTED_CK,
1810 CONVERT_CK_4444_ARGB,
1815 CONVERT_CK_8888_ARGB,
1826 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);
1828 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1830 /*****************************************************************************
1831 * IWineD3DVertexDeclaration implementation structure
1833 #define MAX_ATTRIBS 16
1835 struct wined3d_vertex_declaration_element
1837 const struct GlPixelFormatDesc *format_desc;
1847 typedef struct IWineD3DVertexDeclarationImpl {
1848 /* IUnknown Information */
1849 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1853 IWineD3DDeviceImpl *wineD3DDevice;
1855 struct wined3d_vertex_declaration_element *elements;
1858 DWORD streams[MAX_STREAMS];
1860 BOOL position_transformed;
1861 BOOL half_float_conv_needed;
1862 } IWineD3DVertexDeclarationImpl;
1864 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1866 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
1867 const WINED3DVERTEXELEMENT *elements, UINT element_count);
1869 /*****************************************************************************
1870 * IWineD3DStateBlock implementation structure
1873 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1874 /* Note: Very long winded but gl Lists are not flexible enough */
1875 /* to resolve everything we need, so doing it manually for now */
1876 typedef struct SAVEDSTATES {
1877 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1878 WORD streamSource; /* MAX_STREAMS, 16 */
1879 WORD streamFreq; /* MAX_STREAMS, 16 */
1880 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1881 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1882 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1883 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1884 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1885 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1886 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1887 BOOL *pixelShaderConstantsF;
1888 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1889 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1890 BOOL *vertexShaderConstantsF;
1891 WORD primitive_type : 1;
1895 WORD vertexDecl : 1;
1896 WORD pixelShader : 1;
1897 WORD vertexShader : 1;
1898 WORD scissorRect : 1;
1907 struct IWineD3DStateBlockImpl
1909 /* IUnknown fields */
1910 const IWineD3DStateBlockVtbl *lpVtbl;
1911 LONG ref; /* Note: Ref counting not required */
1913 /* IWineD3DStateBlock information */
1915 IWineD3DDeviceImpl *wineD3DDevice;
1916 WINED3DSTATEBLOCKTYPE blockType;
1918 /* Array indicating whether things have been set or changed */
1919 SAVEDSTATES changed;
1921 /* Vertex Shader Declaration */
1922 IWineD3DVertexDeclaration *vertexDecl;
1924 IWineD3DVertexShader *vertexShader;
1926 /* Vertex Shader Constants */
1927 BOOL vertexShaderConstantB[MAX_CONST_B];
1928 INT vertexShaderConstantI[MAX_CONST_I * 4];
1929 float *vertexShaderConstantF;
1931 /* primitive type */
1932 GLenum gl_primitive_type;
1936 UINT streamStride[MAX_STREAMS];
1937 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1938 IWineD3DBuffer *streamSource[MAX_STREAMS];
1939 UINT streamFreq[MAX_STREAMS + 1];
1940 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1943 IWineD3DBuffer* pIndexData;
1944 WINED3DFORMAT IndexFmt;
1945 INT baseVertexIndex;
1946 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1949 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1951 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1952 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1953 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1954 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1955 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1958 double clipplane[MAX_CLIPPLANES][4];
1959 WINED3DCLIPSTATUS clip_status;
1962 WINED3DVIEWPORT viewport;
1965 WINED3DMATERIAL material;
1968 IWineD3DPixelShader *pixelShader;
1970 /* Pixel Shader Constants */
1971 BOOL pixelShaderConstantB[MAX_CONST_B];
1972 INT pixelShaderConstantI[MAX_CONST_I * 4];
1973 float *pixelShaderConstantF;
1976 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1979 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1981 /* Texture State Stage */
1982 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1983 DWORD lowest_disabled_stage;
1984 /* Sampler States */
1985 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1987 /* Scissor test rectangle */
1990 /* Contained state management */
1991 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1992 unsigned int num_contained_render_states;
1993 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1994 unsigned int num_contained_transform_states;
1995 DWORD contained_vs_consts_i[MAX_CONST_I];
1996 unsigned int num_contained_vs_consts_i;
1997 DWORD contained_vs_consts_b[MAX_CONST_B];
1998 unsigned int num_contained_vs_consts_b;
1999 DWORD *contained_vs_consts_f;
2000 unsigned int num_contained_vs_consts_f;
2001 DWORD contained_ps_consts_i[MAX_CONST_I];
2002 unsigned int num_contained_ps_consts_i;
2003 DWORD contained_ps_consts_b[MAX_CONST_B];
2004 unsigned int num_contained_ps_consts_b;
2005 DWORD *contained_ps_consts_f;
2006 unsigned int num_contained_ps_consts_f;
2007 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2008 unsigned int num_contained_tss_states;
2009 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2010 unsigned int num_contained_sampler_states;
2013 extern void stateblock_savedstates_set(
2014 IWineD3DStateBlock* iface,
2015 SAVEDSTATES* states,
2018 extern void stateblock_copy(
2019 IWineD3DStateBlock* destination,
2020 IWineD3DStateBlock* source);
2022 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2024 /* Direct3D terminology with little modifications. We do not have an issued state
2025 * because only the driver knows about it, but we have a created state because d3d
2026 * allows GetData on a created issue, but opengl doesn't
2033 /*****************************************************************************
2034 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2036 typedef struct IWineD3DQueryImpl
2038 const IWineD3DQueryVtbl *lpVtbl;
2039 LONG ref; /* Note: Ref counting not required */
2042 /*TODO: replace with iface usage */
2044 IWineD3DDevice *wineD3DDevice;
2046 IWineD3DDeviceImpl *wineD3DDevice;
2049 /* IWineD3DQuery fields */
2050 enum query_state state;
2051 WINED3DQUERYTYPE type;
2052 /* TODO: Think about using a IUnknown instead of a void* */
2056 } IWineD3DQueryImpl;
2058 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2059 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2060 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2062 /* Datastructures for IWineD3DQueryImpl.extendedData */
2063 typedef struct WineQueryOcclusionData {
2065 WineD3DContext *ctx;
2066 } WineQueryOcclusionData;
2068 typedef struct WineQueryEventData {
2070 WineD3DContext *ctx;
2071 } WineQueryEventData;
2073 /* IWineD3DBuffer */
2075 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2076 * fixed function semantics as D3DCOLOR or FLOAT16 */
2077 enum wined3d_buffer_conversion_type
2082 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2085 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2086 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2087 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2088 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2089 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2091 struct wined3d_buffer
2093 const struct IWineD3DBufferVtbl *vtbl;
2094 IWineD3DResourceClass resource;
2096 struct wined3d_buffer_desc desc;
2098 GLuint buffer_object;
2099 GLenum buffer_object_usage;
2100 GLenum buffer_type_hint;
2101 UINT buffer_object_size;
2109 /* conversion stuff */
2110 UINT conversion_count;
2112 UINT stride; /* 0 if no conversion */
2113 UINT conversion_stride; /* 0 if no shifted conversion */
2114 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2115 /* Extra load offsets, for FLOAT16 conversion */
2116 UINT *conversion_shift; /* NULL if no shifted conversion */
2119 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2120 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2121 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2123 /* IWineD3DRendertargetView */
2124 struct wined3d_rendertarget_view
2126 const struct IWineD3DRendertargetViewVtbl *vtbl;
2129 IWineD3DResource *resource;
2133 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2135 /*****************************************************************************
2136 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2139 typedef struct IWineD3DSwapChainImpl
2142 const IWineD3DSwapChainVtbl *lpVtbl;
2143 LONG ref; /* Note: Ref counting not required */
2146 IWineD3DDeviceImpl *wineD3DDevice;
2148 /* IWineD3DSwapChain fields */
2149 IWineD3DSurface **backBuffer;
2150 IWineD3DSurface *frontBuffer;
2151 WINED3DPRESENT_PARAMETERS presentParms;
2152 DWORD orig_width, orig_height;
2153 WINED3DFORMAT orig_fmt;
2154 WINED3DGAMMARAMP orig_gamma;
2156 long prev_time, frames; /* Performance tracking */
2157 unsigned int vSyncCounter;
2159 WineD3DContext **context; /* Later a array for multithreading */
2160 unsigned int num_contexts;
2163 } IWineD3DSwapChainImpl;
2165 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2166 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2167 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2169 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2170 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2171 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2172 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2173 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2174 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2175 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2176 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2177 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2178 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2179 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2180 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2182 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2184 /*****************************************************************************
2185 * Utility function prototypes
2188 /* Trace routines */
2189 const char* debug_d3dformat(WINED3DFORMAT fmt);
2190 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2191 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2192 const char* debug_d3dusage(DWORD usage);
2193 const char* debug_d3dusagequery(DWORD usagequery);
2194 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2195 const char* debug_d3ddeclusage(BYTE usage);
2196 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2197 const char* debug_d3drenderstate(DWORD state);
2198 const char* debug_d3dsamplerstate(DWORD state);
2199 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2200 const char* debug_d3dtexturestate(DWORD state);
2201 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2202 const char* debug_d3dpool(WINED3DPOOL pool);
2203 const char *debug_fbostatus(GLenum status);
2204 const char *debug_glerror(GLenum error);
2205 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2206 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2207 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2208 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2209 const char *debug_surflocation(DWORD flag);
2211 /* Routines for GL <-> D3D values */
2212 GLenum StencilOp(DWORD op);
2213 GLenum CompareFunc(DWORD func);
2214 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2215 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);
2216 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2217 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2218 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2219 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2220 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2221 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2222 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2223 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2224 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2226 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2227 void surface_force_reload(IWineD3DSurface *iface);
2228 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2229 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2230 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2231 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2232 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2233 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2235 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2236 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2237 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2240 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2241 UINT wined3d_log2i(UINT32 x);
2243 typedef struct local_constant {
2249 /* Undocumented opcode controls */
2250 #define INST_CONTROLS_SHIFT 16
2251 #define INST_CONTROLS_MASK 0x00ff0000
2253 typedef enum COMPARISON_TYPE {
2262 typedef struct SHADER_LIMITS {
2263 unsigned int temporary;
2264 unsigned int texcoord;
2265 unsigned int sampler;
2266 unsigned int constant_int;
2267 unsigned int constant_float;
2268 unsigned int constant_bool;
2269 unsigned int address;
2270 unsigned int packed_output;
2271 unsigned int packed_input;
2272 unsigned int attributes;
2276 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2277 maintain state information between multiple codes */
2278 typedef struct SHADER_PARSE_STATE {
2279 unsigned int current_row;
2280 DWORD texcoord_w[2];
2281 } SHADER_PARSE_STATE;
2284 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2286 #define PRINTF_ATTR(fmt,args)
2289 /* Base Shader utility functions.
2290 * (may move callers into the same file in the future) */
2291 extern int shader_addline(
2292 SHADER_BUFFER* buffer,
2293 const char* fmt, ...) PRINTF_ATTR(2,3);
2294 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2296 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2298 /* Vertex shader utility functions */
2299 extern BOOL vshader_get_input(
2300 IWineD3DVertexShader* iface,
2301 BYTE usage_req, BYTE usage_idx_req,
2302 unsigned int* regnum);
2304 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2306 /* GLSL helper functions */
2307 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2309 /*****************************************************************************
2310 * IDirect3DBaseShader implementation structure
2312 typedef struct IWineD3DBaseShaderClass
2315 SHADER_LIMITS limits;
2316 SHADER_PARSE_STATE parse_state;
2317 CONST SHADER_OPCODE *shader_ins;
2319 UINT functionLength;
2320 UINT cur_loop_depth, cur_loop_regno;
2321 BOOL load_local_constsF;
2322 BOOL uses_bool_consts, uses_int_consts;
2324 /* Type of shader backend */
2327 /* Programs this shader is linked with */
2328 struct list linked_programs;
2330 /* Immediate constants (override global ones) */
2331 struct list constantsB;
2332 struct list constantsF;
2333 struct list constantsI;
2334 shader_reg_maps reg_maps;
2336 /* Pointer to the parent device */
2337 IWineD3DDevice *device;
2338 struct list shader_list_entry;
2340 } IWineD3DBaseShaderClass;
2342 typedef struct IWineD3DBaseShaderImpl {
2344 const IWineD3DBaseShaderVtbl *lpVtbl;
2346 /* IWineD3DBaseShader */
2347 IWineD3DBaseShaderClass baseShader;
2348 } IWineD3DBaseShaderImpl;
2350 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2351 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2352 void shader_cleanup(IWineD3DBaseShader *iface);
2353 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2354 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
2355 const DWORD *byte_code);
2356 void shader_init(struct IWineD3DBaseShaderClass *shader,
2357 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2358 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2360 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2361 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2363 static inline int shader_get_regtype(const DWORD param) {
2364 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2365 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2368 static inline int shader_get_writemask(const DWORD param) {
2369 return param & WINED3DSP_WRITEMASK_ALL;
2372 static inline BOOL shader_is_pshader_version(DWORD token) {
2373 return 0xFFFF0000 == (token & 0xFFFF0000);
2376 static inline BOOL shader_is_vshader_version(DWORD token) {
2377 return 0xFFFE0000 == (token & 0xFFFF0000);
2380 static inline BOOL shader_is_comment(DWORD token) {
2381 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2384 static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
2386 switch (register_type)
2388 case WINED3DSPR_RASTOUT:
2390 if (register_idx != 0) return TRUE;
2394 case WINED3DSPR_DEPTHOUT: /* oDepth */
2395 case WINED3DSPR_CONSTBOOL: /* b# */
2396 case WINED3DSPR_LOOP: /* aL */
2397 case WINED3DSPR_PREDICATE: /* p0 */
2400 case WINED3DSPR_MISCTYPE:
2401 switch(register_idx)
2416 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2417 local_constant* lconst;
2419 if(This->baseShader.load_local_constsF) return FALSE;
2420 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2421 if(lconst->idx == reg) return TRUE;
2427 /*****************************************************************************
2428 * IDirect3DVertexShader implementation structures
2431 struct vs_compiled_shader {
2432 struct vs_compile_args args;
2436 typedef struct IWineD3DVertexShaderImpl {
2438 const IWineD3DVertexShaderVtbl *lpVtbl;
2440 /* IWineD3DBaseShader */
2441 IWineD3DBaseShaderClass baseShader;
2443 /* IWineD3DVertexShaderImpl */
2449 struct vs_compiled_shader *gl_shaders;
2450 UINT num_gl_shaders, shader_array_size;
2452 /* Vertex shader input and output semantics */
2453 struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2454 struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2456 UINT min_rel_offset, max_rel_offset;
2459 UINT recompile_count;
2461 const struct vs_compile_args *cur_args;
2462 } IWineD3DVertexShaderImpl;
2463 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2464 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2466 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2467 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2469 /*****************************************************************************
2470 * IDirect3DPixelShader implementation structure
2472 struct ps_compiled_shader {
2473 struct ps_compile_args args;
2477 typedef struct IWineD3DPixelShaderImpl {
2478 /* IUnknown parts */
2479 const IWineD3DPixelShaderVtbl *lpVtbl;
2481 /* IWineD3DBaseShader */
2482 IWineD3DBaseShaderClass baseShader;
2484 /* IWineD3DPixelShaderImpl */
2487 /* Pixel shader input semantics */
2488 struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2489 DWORD input_reg_map[MAX_REG_INPUT];
2490 BOOL input_reg_used[MAX_REG_INPUT];
2491 int declared_in_count;
2494 struct ps_compiled_shader *gl_shaders;
2495 UINT num_gl_shaders, shader_array_size;
2497 /* Some information about the shader behavior */
2498 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2499 unsigned char numbumpenvmatconsts;
2500 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2503 const struct ps_compile_args *cur_args;
2504 } IWineD3DPixelShaderImpl;
2506 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2507 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2508 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2509 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2511 /* sRGB correction constants */
2512 static const float srgb_cmp = 0.0031308;
2513 static const float srgb_mul_low = 12.92;
2514 static const float srgb_pow = 0.41666;
2515 static const float srgb_mul_high = 1.055;
2516 static const float srgb_sub_high = 0.055;
2518 /*****************************************************************************
2519 * IWineD3DPalette implementation structure
2521 struct IWineD3DPaletteImpl {
2522 /* IUnknown parts */
2523 const IWineD3DPaletteVtbl *lpVtbl;
2527 IWineD3DDeviceImpl *wineD3DDevice;
2529 /* IWineD3DPalette */
2531 WORD palVersion; /*| */
2532 WORD palNumEntries; /*| LOGPALETTE */
2533 PALETTEENTRY palents[256]; /*| */
2534 /* This is to store the palette in 'screen format' */
2535 int screen_palents[256];
2539 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2540 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2542 /* DirectDraw utility functions */
2543 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2545 /*****************************************************************************
2546 * Pixel format management
2549 struct GlPixelFormatDesc
2551 WINED3DFORMAT format;
2560 enum wined3d_ffp_emit_idx emit_idx;
2561 GLint component_count;
2563 GLint gl_vtx_format;
2564 GLboolean gl_normalized;
2565 unsigned int component_size;
2568 GLint glGammaInternal;
2574 struct color_fixup_desc color_fixup;
2577 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2579 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2581 return (stateblock->vertexShader
2582 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2583 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2586 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2588 return (stateblock->pixelShader
2589 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2592 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2593 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);