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"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
121 GLboolean normalized;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
201 } wined3d_settings_t;
203 extern wined3d_settings_t wined3d_settings;
205 /* Shader backends */
206 struct SHADER_OPCODE_ARG;
209 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212 void (*shader_cleanup)(IWineD3DDevice *iface);
213 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
214 void (*shader_destroy)(IWineD3DBaseShader *iface);
217 extern const shader_backend_t glsl_shader_backend;
218 extern const shader_backend_t arb_program_shader_backend;
219 extern const shader_backend_t none_shader_backend;
223 extern void (*wine_tsx11_lock_ptr)(void);
224 extern void (*wine_tsx11_unlock_ptr)(void);
226 /* As GLX relies on X, this is needed */
230 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
231 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
233 #define ENTER_GL() wine_tsx11_lock_ptr()
234 #define LEAVE_GL() wine_tsx11_unlock_ptr()
237 /*****************************************************************************
241 /* GL related defines */
242 /* ------------------ */
243 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
244 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
245 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
246 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
248 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
249 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
250 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
251 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
253 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
256 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
258 #define D3DCOLORTOGLFLOAT4(dw, vec) \
259 (vec)[0] = D3DCOLOR_R(dw); \
260 (vec)[1] = D3DCOLOR_G(dw); \
261 (vec)[2] = D3DCOLOR_B(dw); \
262 (vec)[3] = D3DCOLOR_A(dw);
264 /* DirectX Device Limits */
265 /* --------------------- */
266 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
268 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
269 See MaxStreams in MSDN under GetDeviceCaps */
270 /* Maximum number of constants provided to the shaders */
271 #define HIGHEST_TRANSFORMSTATE 512
272 /* Highest value in WINED3DTRANSFORMSTATETYPE */
273 #define MAX_PALETTES 256
275 /* Checking of API calls */
276 /* --------------------- */
277 #define checkGLcall(A) \
279 GLint err = glGetError(); \
280 if (err == GL_NO_ERROR) { \
281 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
284 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
285 debug_glerror(err), err, A, __FILE__, __LINE__); \
286 err = glGetError(); \
287 } while (err != GL_NO_ERROR); \
290 /* Trace routines / diagnostics */
291 /* ---------------------------- */
293 /* Dump out a matrix and copy it */
294 #define conv_mat(mat,gl_mat) \
296 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
297 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
298 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
299 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
300 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
303 /* Macro to dump out the current state of the light chain */
304 #define DUMP_LIGHT_CHAIN() \
306 PLIGHTINFOEL *el = This->stateBlock->lights;\
308 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
313 /* Trace vector and strided data information */
314 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
315 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
316 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
318 /* Defines used for optimizations */
320 /* Only reapply what is necessary */
321 #define REAPPLY_ALPHAOP 0x0001
322 #define REAPPLY_ALL 0xFFFF
324 /* Advance declaration of structures to satisfy compiler */
325 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
326 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
327 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
328 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
330 /* Global variables */
331 extern const float identity[16];
333 /*****************************************************************************
334 * Compilable extra diagnostics
337 /* Trace information per-vertex: (extremely high amount of trace) */
338 #if 0 /* NOTE: Must be 0 in cvs */
339 # define VTRACE(A) TRACE A
344 /* Checking of per-vertex related GL calls */
345 /* --------------------- */
346 #define vcheckGLcall(A) \
348 GLint err = glGetError(); \
349 if (err == GL_NO_ERROR) { \
350 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
353 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
354 debug_glerror(err), err, A, __FILE__, __LINE__); \
355 err = glGetError(); \
356 } while (err != GL_NO_ERROR); \
359 /* TODO: Confirm each of these works when wined3d move completed */
360 #if 0 /* NOTE: Must be 0 in cvs */
361 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
362 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
363 is enabled, and if it doesn't exist it is disabled. */
364 # define FRAME_DEBUGGING
365 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
366 the file is deleted */
367 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
368 # define SINGLE_FRAME_DEBUGGING
370 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
371 It can only be enabled when FRAME_DEBUGGING is also enabled
372 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
374 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
375 # define SHOW_FRAME_MAKEUP 1
377 /* The following, when enabled, lets you see the makeup of the all the textures used during each
378 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
379 The contents of the textures assigned to each stage are written into
380 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
381 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
382 # define SHOW_TEXTURE_MAKEUP 0
385 extern BOOL isDumpingFrames;
386 extern LONG primCounter;
389 /*****************************************************************************
393 /* Routine common to the draw primitive and draw indexed primitive routines */
394 void drawPrimitive(IWineD3DDevice *iface,
398 long StartVertexIndex,
399 UINT numberOfVertices,
405 void primitiveDeclarationConvertToStridedData(
406 IWineD3DDevice *iface,
407 BOOL useVertexShaderFunction,
408 WineDirect3DVertexStridedData *strided,
411 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
415 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
416 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
418 /* Routines and structures related to state management */
419 typedef struct WineD3DContext WineD3DContext;
420 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
422 #define STATE_RENDER(a) (a)
423 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
425 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
426 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
428 /* + 1 because samplers start with 0 */
429 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
430 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
432 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
433 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
435 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
436 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
438 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
439 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
440 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
441 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
443 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
444 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
446 #define STATE_VSHADER (STATE_VDECL + 1)
447 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
449 #define STATE_VIEWPORT (STATE_VSHADER + 1)
450 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
452 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
453 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
454 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
455 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
457 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
458 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
460 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
461 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
463 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
464 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
466 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
468 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
470 #define STATE_HIGHEST (STATE_FRONTFACE)
474 DWORD representative;
475 APPLYSTATEFUNC apply;
478 /* Global state table */
479 extern const struct StateEntry StateTable[];
481 /* The new context manager that should deal with onscreen and offscreen rendering */
482 struct WineD3DContext {
483 /* State dirtification
484 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
485 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
486 * 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
487 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
489 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
490 DWORD numDirtyEntries;
491 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
493 IWineD3DSurface *surface;
494 DWORD tid; /* Thread ID which owns this context at the moment */
496 /* Stores some inforation about the context state for optimization */
497 GLint last_draw_buffer;
498 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
499 BOOL last_was_pshader;
500 BOOL last_was_vshader;
501 BOOL last_was_foggy_shader;
502 BOOL namedArraysLoaded, numberedArraysLoaded;
503 BOOL lastWasPow2Texture[MAX_TEXTURES];
504 GLenum tracking_parm; /* Which source is tracking current colour */
505 unsigned char num_untracked_materials;
506 GLenum untracked_materials[2];
507 BOOL last_was_blit, last_was_ckey;
508 char texShaderBumpMap;
511 /* The actual opengl context */
519 typedef enum ContextUsage {
520 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
521 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
522 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
523 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
526 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
527 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
528 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
529 void apply_fbo_state(IWineD3DDevice *iface);
531 /* Macros for doing basic GPU detection based on opengl capabilities */
532 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
533 #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])
534 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
535 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
537 /* Default callbacks for implicit object destruction */
538 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
540 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
542 /*****************************************************************************
543 * Internal representation of a light
545 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
546 struct PLIGHTINFOEL {
547 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
554 /* Converted parms to speed up swapping lights */
563 /* The default light parameters */
564 extern const WINED3DLIGHT WINED3D_default_light;
566 typedef struct WineD3D_PixelFormat
568 int iPixelFormat; /* WGL pixel format */
569 int redSize, greenSize, blueSize, alphaSize;
570 int depthSize, stencilSize;
571 } WineD3D_PixelFormat;
573 /* The adapter structure */
574 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
575 struct WineD3DAdapter
578 WineD3D_GL_Info gl_info;
580 const char *description;
581 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
583 WineD3D_PixelFormat *cfgs;
584 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
585 unsigned int UsedTextureRam;
588 extern BOOL InitAdapters(void);
589 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
590 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
592 /*****************************************************************************
593 * High order patch management
595 struct WineD3DRectPatch
599 WineDirect3DVertexStridedData strided;
600 WINED3DRECTPATCH_INFO RectPatchInfo;
602 char has_normals, has_texcoords;
606 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
608 /*****************************************************************************
609 * IWineD3D implementation structure
611 typedef struct IWineD3DImpl
613 /* IUnknown fields */
614 const IWineD3DVtbl *lpVtbl;
615 LONG ref; /* Note: Ref counting not required */
617 /* WineD3D Information */
622 extern const IWineD3DVtbl IWineD3D_Vtbl;
624 /* TODO: setup some flags in the registry to enable, disable pbuffer support
625 (since it will break quite a few things until contexts are managed properly!) */
626 extern BOOL pbuffer_support;
627 /* allocate one pbuffer per surface */
628 extern BOOL pbuffer_per_surface;
630 /* A helper function that dumps a resource list */
631 void dumpResources(struct list *list);
633 /*****************************************************************************
634 * IWineD3DDevice implementation structure
636 struct IWineD3DDeviceImpl
638 /* IUnknown fields */
639 const IWineD3DDeviceVtbl *lpVtbl;
640 LONG ref; /* Note: Ref counting not required */
642 /* WineD3D Information */
645 struct WineD3DAdapter *adapter;
647 /* Window styles to restore when switching fullscreen mode */
651 /* X and GL Information */
652 GLint maxConcurrentLights;
653 GLenum offscreenBuffer;
655 /* Selected capabilities */
656 int vs_selected_mode;
657 int ps_selected_mode;
658 const shader_backend_t *shader_backend;
659 hash_table_t *glsl_program_lookup;
662 BOOL view_ident; /* true iff view matrix is identity */
664 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
665 unsigned char surface_alignment; /* Line Alignment of surfaces */
667 /* State block related */
668 BOOL isRecordingState;
669 IWineD3DStateBlockImpl *stateBlock;
670 IWineD3DStateBlockImpl *updateStateBlock;
673 /* Internal use fields */
674 WINED3DDEVICE_CREATION_PARAMETERS createParms;
676 WINED3DDEVTYPE devType;
678 IWineD3DSwapChain **swapchains;
679 UINT NumberOfSwapChains;
681 struct list resources; /* a linked list to track resources created by the device */
683 /* Render Target Support */
684 IWineD3DSurface **render_targets;
685 IWineD3DSurface *auto_depth_stencil_buffer;
686 IWineD3DSurface **fbo_color_attachments;
687 IWineD3DSurface *fbo_depth_attachment;
689 IWineD3DSurface *stencilBufferTarget;
691 /* Caches to avoid unneeded context changes */
692 IWineD3DSurface *lastActiveRenderTarget;
693 IWineD3DSwapChain *lastActiveSwapChain;
695 /* palettes texture management */
696 PALETTEENTRY palettes[MAX_PALETTES][256];
698 UINT paletteConversionShader;
700 /* For rendering to a texture using glCopyTexImage */
701 BOOL render_offscreen;
702 WINED3D_DEPTHCOPYSTATE depth_copy_state;
706 GLenum *draw_buffers;
708 /* Cursor management */
714 UINT cursorWidth, cursorHeight;
715 GLuint cursorTexture;
716 BOOL haveHardwareCursor;
717 HCURSOR hardwareCursor;
719 /* The Wine logo surface */
720 IWineD3DSurface *logo_surface;
722 /* Textures for when no other textures are mapped */
723 UINT dummyTextureName[MAX_TEXTURES];
725 /* Debug stream management */
728 /* Device state management */
730 BOOL d3d_initialized;
732 /* A flag to check for proper BeginScene / EndScene call pairs */
735 /* process vertex shaders using software or hardware */
736 BOOL softwareVertexProcessing;
738 /* DirectDraw stuff */
740 IWineD3DSurface *ddraw_primary;
741 DWORD ddraw_width, ddraw_height;
742 WINED3DFORMAT ddraw_format;
743 BOOL ddraw_fullscreen;
745 /* Final position fixup constant */
748 /* With register combiners we can skip junk texture stages */
749 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
750 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
751 BOOL fixed_function_usage_map[MAX_TEXTURES];
753 /* Stream source management */
754 WineDirect3DVertexStridedData strided_streams;
755 WineDirect3DVertexStridedData *up_strided;
756 BOOL useDrawStridedSlow;
759 /* Context management */
760 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
761 WineD3DContext *activeContext;
764 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
765 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
767 /* High level patch management */
768 #define PATCHMAP_SIZE 43
769 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
770 struct list patches[PATCHMAP_SIZE];
771 struct WineD3DRectPatch *currentPatch;
774 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
776 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
777 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
778 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
779 DWORD idx = state >> 5;
780 BYTE shift = state & 0x1f;
781 return context->isStateDirty[idx] & (1 << shift);
784 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
785 typedef struct PrivateData
790 DWORD flags; /* DDSPD_* */
791 DWORD uniqueness_value;
802 /*****************************************************************************
803 * IWineD3DResource implementation structure
805 typedef struct IWineD3DResourceClass
807 /* IUnknown fields */
808 LONG ref; /* Note: Ref counting not required */
810 /* WineD3DResource Information */
812 WINED3DRESOURCETYPE resourceType;
813 IWineD3DDeviceImpl *wineD3DDevice;
817 WINED3DFORMAT format;
818 BYTE *allocatedMemory; /* Pointer to the real data location */
819 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
820 struct list privateData;
821 struct list resource_list_entry;
823 } IWineD3DResourceClass;
825 typedef struct IWineD3DResourceImpl
827 /* IUnknown & WineD3DResource Information */
828 const IWineD3DResourceVtbl *lpVtbl;
829 IWineD3DResourceClass resource;
830 } IWineD3DResourceImpl;
832 /* Tests show that the start address of resources is 32 byte aligned */
833 #define RESOURCE_ALIGNMENT 32
835 /*****************************************************************************
836 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
838 typedef struct IWineD3DVertexBufferImpl
840 /* IUnknown & WineD3DResource Information */
841 const IWineD3DVertexBufferVtbl *lpVtbl;
842 IWineD3DResourceClass resource;
844 /* WineD3DVertexBuffer specifics */
847 /* Vertex buffer object support */
852 UINT dirtystart, dirtyend;
855 LONG declChanges, draws;
856 /* Last description of the buffer */
857 WineDirect3DVertexStridedData strided;
858 } IWineD3DVertexBufferImpl;
860 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
862 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
863 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
864 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
865 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
866 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
868 /*****************************************************************************
869 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
871 typedef struct IWineD3DIndexBufferImpl
873 /* IUnknown & WineD3DResource Information */
874 const IWineD3DIndexBufferVtbl *lpVtbl;
875 IWineD3DResourceClass resource;
878 UINT dirtystart, dirtyend;
881 /* WineD3DVertexBuffer specifics */
882 } IWineD3DIndexBufferImpl;
884 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
886 /*****************************************************************************
887 * IWineD3DBaseTexture D3D- > openGL state map lookups
889 #define WINED3DFUNC_NOTSUPPORTED -2
890 #define WINED3DFUNC_UNIMPLEMENTED -1
892 typedef enum winetexturestates {
893 WINED3DTEXSTA_ADDRESSU = 0,
894 WINED3DTEXSTA_ADDRESSV = 1,
895 WINED3DTEXSTA_ADDRESSW = 2,
896 WINED3DTEXSTA_BORDERCOLOR = 3,
897 WINED3DTEXSTA_MAGFILTER = 4,
898 WINED3DTEXSTA_MINFILTER = 5,
899 WINED3DTEXSTA_MIPFILTER = 6,
900 WINED3DTEXSTA_MAXMIPLEVEL = 7,
901 WINED3DTEXSTA_MAXANISOTROPY = 8,
902 WINED3DTEXSTA_SRGBTEXTURE = 9,
903 WINED3DTEXSTA_ELEMENTINDEX = 10,
904 WINED3DTEXSTA_DMAPOFFSET = 11,
905 WINED3DTEXSTA_TSSADDRESSW = 12,
906 MAX_WINETEXTURESTATES = 13,
909 /*****************************************************************************
910 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
912 typedef struct IWineD3DBaseTextureClass
918 WINED3DTEXTUREFILTERTYPE filterType;
919 DWORD states[MAX_WINETEXTURESTATES];
923 UINT srgb_mode_change_count;
924 WINED3DFORMAT shader_conversion_group;
925 float pow2Matrix[16];
926 } IWineD3DBaseTextureClass;
928 typedef struct IWineD3DBaseTextureImpl
930 /* IUnknown & WineD3DResource Information */
931 const IWineD3DBaseTextureVtbl *lpVtbl;
932 IWineD3DResourceClass resource;
933 IWineD3DBaseTextureClass baseTexture;
935 } IWineD3DBaseTextureImpl;
937 /*****************************************************************************
938 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
940 typedef struct IWineD3DTextureImpl
942 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
943 const IWineD3DTextureVtbl *lpVtbl;
944 IWineD3DResourceClass resource;
945 IWineD3DBaseTextureClass baseTexture;
947 /* IWineD3DTexture */
948 IWineD3DSurface *surfaces[MAX_LEVELS];
954 } IWineD3DTextureImpl;
956 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
958 /*****************************************************************************
959 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
961 typedef struct IWineD3DCubeTextureImpl
963 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
964 const IWineD3DCubeTextureVtbl *lpVtbl;
965 IWineD3DResourceClass resource;
966 IWineD3DBaseTextureClass baseTexture;
968 /* IWineD3DCubeTexture */
969 IWineD3DSurface *surfaces[6][MAX_LEVELS];
972 } IWineD3DCubeTextureImpl;
974 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
976 typedef struct _WINED3DVOLUMET_DESC
981 } WINED3DVOLUMET_DESC;
983 /*****************************************************************************
984 * IWineD3DVolume implementation structure (extends IUnknown)
986 typedef struct IWineD3DVolumeImpl
988 /* IUnknown & WineD3DResource fields */
989 const IWineD3DVolumeVtbl *lpVtbl;
990 IWineD3DResourceClass resource;
992 /* WineD3DVolume Information */
993 WINED3DVOLUMET_DESC currentDesc;
994 IWineD3DBase *container;
999 WINED3DBOX lockedBox;
1000 WINED3DBOX dirtyBox;
1004 } IWineD3DVolumeImpl;
1006 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1008 /*****************************************************************************
1009 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1011 typedef struct IWineD3DVolumeTextureImpl
1013 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1014 const IWineD3DVolumeTextureVtbl *lpVtbl;
1015 IWineD3DResourceClass resource;
1016 IWineD3DBaseTextureClass baseTexture;
1018 /* IWineD3DVolumeTexture */
1019 IWineD3DVolume *volumes[MAX_LEVELS];
1024 } IWineD3DVolumeTextureImpl;
1026 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1028 typedef struct _WINED3DSURFACET_DESC
1030 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1031 DWORD MultiSampleQuality;
1034 } WINED3DSURFACET_DESC;
1036 /*****************************************************************************
1037 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1039 typedef struct wineD3DSurface_DIB {
1045 } wineD3DSurface_DIB;
1052 } renderbuffer_entry_t;
1054 /*****************************************************************************
1055 * IWineD3DClipp implementation structure
1057 typedef struct IWineD3DClipperImpl
1059 const IWineD3DClipperVtbl *lpVtbl;
1064 } IWineD3DClipperImpl;
1067 /*****************************************************************************
1068 * IWineD3DSurface implementation structure
1070 struct IWineD3DSurfaceImpl
1072 /* IUnknown & IWineD3DResource Information */
1073 const IWineD3DSurfaceVtbl *lpVtbl;
1074 IWineD3DResourceClass resource;
1076 /* IWineD3DSurface fields */
1077 IWineD3DBase *container;
1078 WINED3DSURFACET_DESC currentDesc;
1079 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1080 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1084 /* TODO: move this off into a management class(maybe!) */
1090 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1091 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1093 /* Oversized texture */
1102 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1104 glDescriptor glDescription;
1108 wineD3DSurface_DIB dib;
1111 /* Color keys for DDraw */
1112 WINEDDCOLORKEY DestBltCKey;
1113 WINEDDCOLORKEY DestOverlayCKey;
1114 WINEDDCOLORKEY SrcOverlayCKey;
1115 WINEDDCOLORKEY SrcBltCKey;
1118 WINEDDCOLORKEY glCKey;
1120 struct list renderbuffers;
1121 renderbuffer_entry_t *current_renderbuffer;
1123 /* DirectDraw clippers */
1124 IWineD3DClipper *clipper;
1127 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1128 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1130 /* Predeclare the shared Surface functions */
1131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1132 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1138 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1139 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1140 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1151 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1160 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1164 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1166 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1168 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1169 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1170 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1171 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1173 /* Surface flags: */
1174 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1175 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1176 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1177 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1178 #define SFLAG_DISCARD 0x00000010 /* ??? */
1179 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1180 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1181 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1182 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1183 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1184 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1185 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1186 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1187 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1188 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1189 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1190 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1191 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1192 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1194 /* In some conditions the surface memory must not be freed:
1195 * SFLAG_OVERSIZE: Not all data can be kept in GL
1196 * SFLAG_CONVERTED: Converting the data back would take too long
1197 * SFLAG_DIBSECTION: The dib code manages the memory
1198 * SFLAG_LOCKED: The app requires access to the surface data
1199 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1200 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1201 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1202 * SFLAG_CLIENT: OpenGL uses our memory as backup
1204 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1206 SFLAG_DIBSECTION | \
1214 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1217 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1222 CONVERT_PALETTED_CK,
1226 CONVERT_CK_4444_ARGB,
1231 CONVERT_CK_8888_ARGB,
1243 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);
1245 /*****************************************************************************
1246 * IWineD3DVertexDeclaration implementation structure
1248 typedef struct attrib_declaration {
1251 } attrib_declaration;
1253 #define MAX_ATTRIBS 16
1255 typedef struct IWineD3DVertexDeclarationImpl {
1256 /* IUnknown Information */
1257 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1261 IWineD3DDeviceImpl *wineD3DDevice;
1263 WINED3DVERTEXELEMENT *pDeclarationWine;
1264 UINT declarationWNumElements;
1266 DWORD streams[MAX_STREAMS];
1268 BOOL position_transformed;
1270 /* Ordered array of declaration types that need swizzling in a vshader */
1271 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1272 UINT num_swizzled_attribs;
1273 } IWineD3DVertexDeclarationImpl;
1275 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1277 /*****************************************************************************
1278 * IWineD3DStateBlock implementation structure
1281 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1282 /* Note: Very long winded but gl Lists are not flexible enough */
1283 /* to resolve everything we need, so doing it manually for now */
1284 typedef struct SAVEDSTATES {
1288 BOOL streamSource[MAX_STREAMS];
1289 BOOL streamFreq[MAX_STREAMS];
1290 BOOL textures[MAX_COMBINED_SAMPLERS];
1291 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1293 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1294 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1295 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1296 BOOL clipplane[MAX_CLIPPLANES];
1299 BOOL pixelShaderConstantsB[MAX_CONST_B];
1300 BOOL pixelShaderConstantsI[MAX_CONST_I];
1301 BOOL *pixelShaderConstantsF;
1303 BOOL vertexShaderConstantsB[MAX_CONST_B];
1304 BOOL vertexShaderConstantsI[MAX_CONST_I];
1305 BOOL *vertexShaderConstantsF;
1320 struct IWineD3DStateBlockImpl
1322 /* IUnknown fields */
1323 const IWineD3DStateBlockVtbl *lpVtbl;
1324 LONG ref; /* Note: Ref counting not required */
1326 /* IWineD3DStateBlock information */
1328 IWineD3DDeviceImpl *wineD3DDevice;
1329 WINED3DSTATEBLOCKTYPE blockType;
1331 /* Array indicating whether things have been set or changed */
1332 SAVEDSTATES changed;
1333 struct list set_vconstantsF;
1334 struct list set_pconstantsF;
1336 /* Drawing - Vertex Shader or FVF related */
1338 /* Vertex Shader Declaration */
1339 IWineD3DVertexDeclaration *vertexDecl;
1341 IWineD3DVertexShader *vertexShader;
1343 /* Vertex Shader Constants */
1344 BOOL vertexShaderConstantB[MAX_CONST_B];
1345 INT vertexShaderConstantI[MAX_CONST_I * 4];
1346 float *vertexShaderConstantF;
1350 UINT streamStride[MAX_STREAMS];
1351 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1352 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1353 UINT streamFreq[MAX_STREAMS + 1];
1354 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1357 IWineD3DIndexBuffer* pIndexData;
1358 INT baseVertexIndex;
1359 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1362 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1364 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1365 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1366 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1367 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1368 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1371 double clipplane[MAX_CLIPPLANES][4];
1372 WINED3DCLIPSTATUS clip_status;
1375 WINED3DVIEWPORT viewport;
1378 WINED3DMATERIAL material;
1381 IWineD3DPixelShader *pixelShader;
1383 /* Pixel Shader Constants */
1384 BOOL pixelShaderConstantB[MAX_CONST_B];
1385 INT pixelShaderConstantI[MAX_CONST_I * 4];
1386 float *pixelShaderConstantF;
1389 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1392 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1393 int textureDimensions[MAX_COMBINED_SAMPLERS];
1395 /* Texture State Stage */
1396 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1397 DWORD lowest_disabled_stage;
1398 /* Sampler States */
1399 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1401 /* Current GLSL Shader Program */
1402 struct glsl_shader_prog_link *glsl_program;
1404 /* Scissor test rectangle */
1407 /* Contained state management */
1408 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1409 unsigned int num_contained_render_states;
1410 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1411 unsigned int num_contained_transform_states;
1412 DWORD contained_vs_consts_i[MAX_CONST_I];
1413 unsigned int num_contained_vs_consts_i;
1414 DWORD contained_vs_consts_b[MAX_CONST_B];
1415 unsigned int num_contained_vs_consts_b;
1416 DWORD *contained_vs_consts_f;
1417 unsigned int num_contained_vs_consts_f;
1418 DWORD contained_ps_consts_i[MAX_CONST_I];
1419 unsigned int num_contained_ps_consts_i;
1420 DWORD contained_ps_consts_b[MAX_CONST_B];
1421 unsigned int num_contained_ps_consts_b;
1422 DWORD *contained_ps_consts_f;
1423 unsigned int num_contained_ps_consts_f;
1424 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1425 unsigned int num_contained_tss_states;
1426 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1427 unsigned int num_contained_sampler_states;
1430 extern void stateblock_savedstates_set(
1431 IWineD3DStateBlock* iface,
1432 SAVEDSTATES* states,
1435 extern void stateblock_savedstates_copy(
1436 IWineD3DStateBlock* iface,
1438 SAVEDSTATES* source);
1440 extern void stateblock_copy(
1441 IWineD3DStateBlock* destination,
1442 IWineD3DStateBlock* source);
1444 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1446 /*****************************************************************************
1447 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1449 typedef struct IWineD3DQueryImpl
1451 const IWineD3DQueryVtbl *lpVtbl;
1452 LONG ref; /* Note: Ref counting not required */
1455 /*TODO: replace with iface usage */
1457 IWineD3DDevice *wineD3DDevice;
1459 IWineD3DDeviceImpl *wineD3DDevice;
1462 /* IWineD3DQuery fields */
1463 WINED3DQUERYTYPE type;
1464 /* TODO: Think about using a IUnknown instead of a void* */
1468 } IWineD3DQueryImpl;
1470 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1472 /* Datastructures for IWineD3DQueryImpl.extendedData */
1473 typedef struct WineQueryOcclusionData {
1475 WineD3DContext *ctx;
1476 } WineQueryOcclusionData;
1478 typedef struct WineQueryEventData {
1480 WineD3DContext *ctx;
1481 } WineQueryEventData;
1483 /*****************************************************************************
1484 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1487 typedef struct IWineD3DSwapChainImpl
1490 const IWineD3DSwapChainVtbl *lpVtbl;
1491 LONG ref; /* Note: Ref counting not required */
1494 IWineD3DDeviceImpl *wineD3DDevice;
1496 /* IWineD3DSwapChain fields */
1497 IWineD3DSurface **backBuffer;
1498 IWineD3DSurface *frontBuffer;
1499 BOOL wantsDepthStencilBuffer;
1500 WINED3DPRESENT_PARAMETERS presentParms;
1501 DWORD orig_width, orig_height;
1502 WINED3DFORMAT orig_fmt;
1504 long prev_time, frames; /* Performance tracking */
1505 unsigned int vSyncCounter;
1507 WineD3DContext **context; /* Later a array for multithreading */
1508 unsigned int num_contexts;
1511 } IWineD3DSwapChainImpl;
1513 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1515 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1517 /*****************************************************************************
1518 * Utility function prototypes
1521 /* Trace routines */
1522 const char* debug_d3dformat(WINED3DFORMAT fmt);
1523 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1524 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1525 const char* debug_d3dusage(DWORD usage);
1526 const char* debug_d3dusagequery(DWORD usagequery);
1527 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1528 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1529 const char* debug_d3ddeclusage(BYTE usage);
1530 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1531 const char* debug_d3drenderstate(DWORD state);
1532 const char* debug_d3dsamplerstate(DWORD state);
1533 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1534 const char* debug_d3dtexturestate(DWORD state);
1535 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1536 const char* debug_d3dpool(WINED3DPOOL pool);
1537 const char *debug_fbostatus(GLenum status);
1538 const char *debug_glerror(GLenum error);
1539 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1540 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1542 /* Routines for GL <-> D3D values */
1543 GLenum StencilOp(DWORD op);
1544 GLenum CompareFunc(DWORD func);
1545 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1546 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1547 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1549 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1550 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1552 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1553 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1556 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1557 unsigned int count_bits(unsigned int mask);
1559 /*****************************************************************************
1560 * To enable calling of inherited functions, requires prototypes
1562 * Note: Only require classes which are subclassed, ie resource, basetexture,
1564 /*** IUnknown methods ***/
1565 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1566 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1567 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1568 /*** IWineD3DResource methods ***/
1569 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1570 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1571 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1572 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1573 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1574 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1575 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1576 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1577 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1578 /*** class static members ***/
1579 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1581 /*** IUnknown methods ***/
1582 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1583 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1584 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1585 /*** IWineD3DResource methods ***/
1586 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1587 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1588 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1589 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1590 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1591 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1592 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1593 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1594 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1595 /*** IWineD3DBaseTexture methods ***/
1596 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1597 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1598 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1599 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1600 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1601 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1602 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1603 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1605 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1606 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1607 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1608 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1609 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1610 /*** class static members ***/
1611 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1613 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1615 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1616 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1617 * used if the user is using GLSL shaders. */
1618 struct glsl_shader_prog_link {
1619 struct list vshader_entry;
1620 struct list pshader_entry;
1621 GLhandleARB programId;
1622 GLhandleARB *vuniformF_locations;
1623 GLhandleARB *puniformF_locations;
1624 GLhandleARB vuniformI_locations[MAX_CONST_I];
1625 GLhandleARB puniformI_locations[MAX_CONST_I];
1626 GLhandleARB posFixup_location;
1627 GLhandleARB bumpenvmat_location;
1628 GLhandleARB luminancescale_location;
1629 GLhandleARB luminanceoffset_location;
1630 GLhandleARB srgb_comparison_location;
1631 GLhandleARB srgb_mul_low_location;
1632 GLhandleARB ycorrection_location;
1633 GLhandleARB vshader;
1634 GLhandleARB pshader;
1638 GLhandleARB vshader;
1639 GLhandleARB pshader;
1640 } glsl_program_key_t;
1642 /* TODO: Make this dynamic, based on shader limits ? */
1643 #define MAX_REG_ADDR 1
1644 #define MAX_REG_TEMP 32
1645 #define MAX_REG_TEXCRD 8
1646 #define MAX_REG_INPUT 12
1647 #define MAX_REG_OUTPUT 12
1648 #define MAX_CONST_I 16
1649 #define MAX_CONST_B 16
1651 /* FIXME: This needs to go up to 2048 for
1652 * Shader model 3 according to msdn (and for software shaders) */
1653 #define MAX_LABELS 16
1655 typedef struct semantic {
1660 typedef struct local_constant {
1666 typedef struct shader_reg_maps {
1668 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1669 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1670 char address[MAX_REG_ADDR]; /* vertex */
1671 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1672 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1673 char attributes[MAX_ATTRIBS]; /* vertex */
1674 char labels[MAX_LABELS]; /* pixel, vertex */
1676 /* Sampler usage tokens
1677 * Use 0 as default (bit 31 is always 1 on a valid token) */
1678 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1679 char bumpmat, luminanceparams;
1680 char usesnrm, vpos, usesdsy;
1683 /* Whether or not loops are used in this shader, and nesting depth */
1684 unsigned loop_depth;
1686 /* Whether or not this shader uses fog */
1691 #define SHADER_PGMSIZE 65535
1692 typedef struct SHADER_BUFFER {
1695 unsigned int lineNo;
1699 /* Undocumented opcode controls */
1700 #define INST_CONTROLS_SHIFT 16
1701 #define INST_CONTROLS_MASK 0x00ff0000
1703 typedef enum COMPARISON_TYPE {
1712 typedef struct SHADER_OPCODE {
1713 unsigned int opcode;
1717 CONST UINT num_params;
1718 SHADER_HANDLER hw_fct;
1719 SHADER_HANDLER hw_glsl_fct;
1724 typedef struct SHADER_OPCODE_ARG {
1725 IWineD3DBaseShader* shader;
1726 shader_reg_maps* reg_maps;
1727 CONST SHADER_OPCODE* opcode;
1734 SHADER_BUFFER* buffer;
1735 } SHADER_OPCODE_ARG;
1737 typedef struct SHADER_LIMITS {
1738 unsigned int temporary;
1739 unsigned int texcoord;
1740 unsigned int sampler;
1741 unsigned int constant_int;
1742 unsigned int constant_float;
1743 unsigned int constant_bool;
1744 unsigned int address;
1745 unsigned int packed_output;
1746 unsigned int packed_input;
1747 unsigned int attributes;
1751 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1752 maintain state information between multiple codes */
1753 typedef struct SHADER_PARSE_STATE {
1754 unsigned int current_row;
1755 DWORD texcoord_w[2];
1756 } SHADER_PARSE_STATE;
1759 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1761 #define PRINTF_ATTR(fmt,args)
1764 /* Base Shader utility functions.
1765 * (may move callers into the same file in the future) */
1766 extern int shader_addline(
1767 SHADER_BUFFER* buffer,
1768 const char* fmt, ...) PRINTF_ATTR(2,3);
1770 extern const SHADER_OPCODE* shader_get_opcode(
1771 IWineD3DBaseShader *iface,
1774 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1776 /* Vertex shader utility functions */
1777 extern BOOL vshader_get_input(
1778 IWineD3DVertexShader* iface,
1779 BYTE usage_req, BYTE usage_idx_req,
1780 unsigned int* regnum);
1782 extern BOOL vshader_input_is_color(
1783 IWineD3DVertexShader* iface,
1784 unsigned int regnum);
1786 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1788 /* ARB_[vertex/fragment]_program helper functions */
1789 extern void shader_arb_load_constants(
1790 IWineD3DDevice* device,
1791 char usePixelShader,
1792 char useVertexShader);
1794 /* ARB shader program Prototypes */
1795 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1797 /* ARB pixel shader prototypes */
1798 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1808 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1814 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1815 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1816 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1817 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1818 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1819 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1820 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1822 /* ARB vertex / pixel shader common prototypes */
1823 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1824 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1825 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1827 /* ARB vertex shader prototypes */
1828 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1829 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1831 /* GLSL helper functions */
1832 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1833 extern void shader_glsl_load_constants(
1834 IWineD3DDevice* device,
1835 char usePixelShader,
1836 char useVertexShader);
1838 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1839 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1860 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1861 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1862 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1863 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1864 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1865 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1866 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1867 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1868 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1869 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1870 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1871 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1872 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1874 /** GLSL Pixel Shader Prototypes */
1875 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1883 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1884 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1885 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1886 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1887 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1888 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1889 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1890 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1891 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1892 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1893 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1894 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1895 extern void pshader_glsl_input_pack(
1896 SHADER_BUFFER* buffer,
1897 semantic* semantics_out,
1898 IWineD3DPixelShader *iface);
1900 /*****************************************************************************
1901 * IDirect3DBaseShader implementation structure
1903 typedef struct IWineD3DBaseShaderClass
1907 SHADER_LIMITS limits;
1908 SHADER_PARSE_STATE parse_state;
1909 CONST SHADER_OPCODE *shader_ins;
1911 UINT functionLength;
1914 UINT cur_loop_depth, cur_loop_regno;
1915 BOOL load_local_constsF;
1917 /* Type of shader backend */
1920 /* Programs this shader is linked with */
1921 struct list linked_programs;
1923 /* Immediate constants (override global ones) */
1924 struct list constantsB;
1925 struct list constantsF;
1926 struct list constantsI;
1927 shader_reg_maps reg_maps;
1929 /* Pixel formats of sampled textures, for format conversion. This
1930 * represents the formats found during compilation, it is not initialized
1931 * on the first parser pass. It is needed to check if the shader
1932 * needs recompilation to adjust the format conversion
1934 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1935 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1936 UINT num_sampled_samplers;
1938 UINT recompile_count;
1940 /* Pointer to the parent device */
1941 IWineD3DDevice *device;
1943 } IWineD3DBaseShaderClass;
1945 typedef struct IWineD3DBaseShaderImpl {
1947 const IWineD3DBaseShaderVtbl *lpVtbl;
1949 /* IWineD3DBaseShader */
1950 IWineD3DBaseShaderClass baseShader;
1951 } IWineD3DBaseShaderImpl;
1953 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1954 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1955 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1957 extern HRESULT shader_get_registers_used(
1958 IWineD3DBaseShader *iface,
1959 shader_reg_maps* reg_maps,
1960 semantic* semantics_in,
1961 semantic* semantics_out,
1962 CONST DWORD* pToken,
1963 IWineD3DStateBlockImpl *stateBlock);
1965 extern void shader_generate_glsl_declarations(
1966 IWineD3DBaseShader *iface,
1967 shader_reg_maps* reg_maps,
1968 SHADER_BUFFER* buffer,
1969 WineD3D_GL_Info* gl_info);
1971 extern void shader_generate_arb_declarations(
1972 IWineD3DBaseShader *iface,
1973 shader_reg_maps* reg_maps,
1974 SHADER_BUFFER* buffer,
1975 WineD3D_GL_Info* gl_info);
1977 extern void shader_generate_main(
1978 IWineD3DBaseShader *iface,
1979 SHADER_BUFFER* buffer,
1980 shader_reg_maps* reg_maps,
1981 CONST DWORD* pFunction);
1983 extern void shader_dump_ins_modifiers(
1984 const DWORD output);
1986 extern void shader_dump_param(
1987 IWineD3DBaseShader *iface,
1989 const DWORD addr_token,
1992 extern void shader_trace_init(
1993 IWineD3DBaseShader *iface,
1994 const DWORD* pFunction);
1996 extern int shader_get_param(
1997 IWineD3DBaseShader* iface,
1998 const DWORD* pToken,
2002 extern int shader_skip_unrecognized(
2003 IWineD3DBaseShader* iface,
2004 const DWORD* pToken);
2006 extern void print_glsl_info_log(
2007 WineD3D_GL_Info *gl_info,
2010 static inline int shader_get_regtype(const DWORD param) {
2011 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2012 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2015 extern unsigned int shader_get_float_offset(const DWORD reg);
2017 static inline BOOL shader_is_pshader_version(DWORD token) {
2018 return 0xFFFF0000 == (token & 0xFFFF0000);
2021 static inline BOOL shader_is_vshader_version(DWORD token) {
2022 return 0xFFFE0000 == (token & 0xFFFF0000);
2025 static inline BOOL shader_is_comment(DWORD token) {
2026 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2029 /* TODO: vFace (ps_3_0) */
2030 static inline BOOL shader_is_scalar(DWORD param) {
2031 DWORD reg_type = shader_get_regtype(param);
2034 case WINED3DSPR_RASTOUT:
2035 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2042 case WINED3DSPR_DEPTHOUT: /* oDepth */
2043 case WINED3DSPR_CONSTBOOL: /* b# */
2044 case WINED3DSPR_LOOP: /* aL */
2045 case WINED3DSPR_PREDICATE: /* p0 */
2053 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2054 * so upload them above that
2056 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2057 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2059 /*****************************************************************************
2060 * IDirect3DVertexShader implementation structure
2062 typedef struct IWineD3DVertexShaderImpl {
2064 const IWineD3DVertexShaderVtbl *lpVtbl;
2066 /* IWineD3DBaseShader */
2067 IWineD3DBaseShaderClass baseShader;
2069 /* IWineD3DVertexShaderImpl */
2074 /* Vertex shader input and output semantics */
2075 semantic semantics_in [MAX_ATTRIBS];
2076 semantic semantics_out [MAX_REG_OUTPUT];
2078 /* Ordered array of attributes that are swizzled */
2079 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2080 UINT num_swizzled_attribs;
2082 /* run time datas... */
2084 UINT min_rel_offset, max_rel_offset;
2087 UINT recompile_count;
2088 #if 0 /* needs reworking */
2089 /* run time datas */
2090 VSHADERINPUTDATA input;
2091 VSHADEROUTPUTDATA output;
2093 } IWineD3DVertexShaderImpl;
2094 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2095 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2097 /*****************************************************************************
2098 * IDirect3DPixelShader implementation structure
2101 enum vertexprocessing_mode {
2107 typedef struct IWineD3DPixelShaderImpl {
2108 /* IUnknown parts */
2109 const IWineD3DPixelShaderVtbl *lpVtbl;
2111 /* IWineD3DBaseShader */
2112 IWineD3DBaseShaderClass baseShader;
2114 /* IWineD3DPixelShaderImpl */
2117 /* Pixel shader input semantics */
2118 semantic semantics_in [MAX_REG_INPUT];
2119 DWORD input_reg_map[MAX_REG_INPUT];
2120 BOOL input_reg_used[MAX_REG_INPUT];
2125 /* Some information about the shader behavior */
2127 UINT bumpenvmatconst;
2128 UINT luminanceconst;
2130 char srgb_mode_hardcoded;
2131 UINT srgb_low_const;
2132 UINT srgb_cmp_const;
2134 BOOL render_offscreen;
2136 enum vertexprocessing_mode vertexprocessing;
2138 #if 0 /* needs reworking */
2139 PSHADERINPUTDATA input;
2140 PSHADEROUTPUTDATA output;
2142 } IWineD3DPixelShaderImpl;
2144 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2145 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2147 /* sRGB correction constants */
2148 static const float srgb_cmp = 0.0031308;
2149 static const float srgb_mul_low = 12.92;
2150 static const float srgb_pow = 0.41666;
2151 static const float srgb_mul_high = 1.055;
2152 static const float srgb_sub_high = 0.055;
2154 /*****************************************************************************
2155 * IWineD3DPalette implementation structure
2157 struct IWineD3DPaletteImpl {
2158 /* IUnknown parts */
2159 const IWineD3DPaletteVtbl *lpVtbl;
2163 IWineD3DDeviceImpl *wineD3DDevice;
2165 /* IWineD3DPalette */
2167 WORD palVersion; /*| */
2168 WORD palNumEntries; /*| LOGPALETTE */
2169 PALETTEENTRY palents[256]; /*| */
2170 /* This is to store the palette in 'screen format' */
2171 int screen_palents[256];
2175 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2176 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2178 /* DirectDraw utility functions */
2179 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2181 /*****************************************************************************
2182 * Pixel format management
2185 WINED3DFORMAT format;
2186 DWORD alphaMask, redMask, greenMask, blueMask;
2188 short depthSize, stencilSize;
2190 } StaticPixelFormatDesc;
2192 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2193 WineD3D_GL_Info *gl_info,
2194 const GlPixelFormatDesc **glDesc);
2196 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2197 return (device->vs_selected_mode != SHADER_NONE
2198 && device->stateBlock->vertexShader
2199 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2200 && !device->strided_streams.u.s.position_transformed);
2203 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2204 return (device->ps_selected_mode != SHADER_NONE
2205 && device->stateBlock->pixelShader
2206 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2209 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2210 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);