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 "d3d9types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_VSHADER_CONSTANTS 96
57 #define MAX_PSHADER_CONSTANTS 32
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74 typedef enum _WINELOOKUP {
75 WINELOOKUP_WARPPARAM = 0,
76 WINELOOKUP_MAGFILTER = 1,
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
84 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
86 typedef struct _WINED3DGLTYPE {
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
95 static WINED3DGLTYPE const glTypeLookup[D3DDECLTYPE_UNUSED] = {
96 {D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
138 #define SHADER_GLSL 2
139 #define SHADER_NONE 3
141 typedef struct wined3d_settings_s {
142 /* vertex and pixel shader modes */
146 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
147 we should use it. However, until it's fully implemented, we'll leave it as a registry
148 setting for developers. */
150 int vs_selected_mode;
151 int ps_selected_mode;
152 /* nonpower 2 function */
154 } wined3d_settings_t;
156 extern wined3d_settings_t wined3d_settings;
160 extern void (*wine_tsx11_lock_ptr)(void);
161 extern void (*wine_tsx11_unlock_ptr)(void);
163 /* As GLX relies on X, this is needed */
167 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
168 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
170 #define ENTER_GL() wine_tsx11_lock_ptr()
171 #define LEAVE_GL() wine_tsx11_unlock_ptr()
174 /*****************************************************************************
178 /* GL related defines */
179 /* ------------------ */
180 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
181 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
182 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
183 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
185 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
186 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
187 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
188 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
190 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
191 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
192 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
193 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
195 #define D3DCOLORTOGLFLOAT4(dw, vec) \
196 (vec)[0] = D3DCOLOR_R(dw); \
197 (vec)[1] = D3DCOLOR_G(dw); \
198 (vec)[2] = D3DCOLOR_B(dw); \
199 (vec)[3] = D3DCOLOR_A(dw);
201 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
203 /* DirectX Device Limits */
204 /* --------------------- */
205 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
207 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
208 See MaxStreams in MSDN under GetDeviceCaps */
209 /* Maximum number of constants provided to the shaders */
210 #define HIGHEST_TRANSFORMSTATE 512
211 /* Highest value in D3DTRANSFORMSTATETYPE */
212 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
214 #define MAX_PALETTES 256
216 /* Checking of API calls */
217 /* --------------------- */
218 #define checkGLcall(A) \
220 GLint err = glGetError(); \
221 if (err == GL_NO_ERROR) { \
222 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
225 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
226 err, A, __FILE__, __LINE__); \
227 err = glGetError(); \
228 } while (err != GL_NO_ERROR); \
231 /* Trace routines / diagnostics */
232 /* ---------------------------- */
234 /* Dump out a matrix and copy it */
235 #define conv_mat(mat,gl_mat) \
237 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
238 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
239 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
240 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
241 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
244 /* Macro to dump out the current state of the light chain */
245 #define DUMP_LIGHT_CHAIN() \
247 PLIGHTINFOEL *el = This->stateBlock->lights;\
249 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
254 /* Trace vector and strided data information */
255 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
256 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
258 /* Defines used for optimizations */
260 /* Only reapply what is necessary */
261 #define REAPPLY_ALPHAOP 0x0001
262 #define REAPPLY_ALL 0xFFFF
264 /* Advance declaration of structures to satisfy compiler */
265 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
266 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
267 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
271 /* TODO: Move some of this to the device */
272 long globalChangeGlRam(long glram);
274 /* Memory and object tracking */
276 /*Structure for holding information on all direct3d objects
277 useful for making sure tracking is ok and when release is called on a device!
278 and probably quite handy for debugging and dumping states out
280 typedef struct WineD3DGlobalStatistics {
281 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
282 } WineD3DGlobalStatistics;
284 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
286 /* Global variables */
287 extern const float identity[16];
289 /*****************************************************************************
290 * Compilable extra diagnostics
293 /* Trace information per-vertex: (extremely high amount of trace) */
294 #if 0 /* NOTE: Must be 0 in cvs */
295 # define VTRACE(A) TRACE A
300 /* Checking of per-vertex related GL calls */
301 /* --------------------- */
302 #define vcheckGLcall(A) \
304 GLint err = glGetError(); \
305 if (err == GL_NO_ERROR) { \
306 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
309 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
310 err, A, __FILE__, __LINE__); \
311 err = glGetError(); \
312 } while (err != GL_NO_ERROR); \
315 /* TODO: Confirm each of these works when wined3d move completed */
316 #if 0 /* NOTE: Must be 0 in cvs */
317 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
318 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
319 is enabled, and if it doesn't exists it is disabled. */
320 # define FRAME_DEBUGGING
321 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
322 the file is deleted */
323 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
324 # define SINGLE_FRAME_DEBUGGING
326 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
327 It can only be enabled when FRAME_DEBUGGING is also enabled
328 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
330 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
331 # define SHOW_FRAME_MAKEUP 1
333 /* The following, when enabled, lets you see the makeup of the all the textures used during each
334 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
335 The contents of the textures assigned to each stage are written into
336 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
337 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
338 # define SHOW_TEXTURE_MAKEUP 0
341 extern BOOL isDumpingFrames;
342 extern LONG primCounter;
345 /*****************************************************************************
349 /* Routine common to the draw primitive and draw indexed primitive routines */
350 void drawPrimitive(IWineD3DDevice *iface,
354 long StartVertexIndex,
355 UINT numberOfVertices,
360 WineDirect3DVertexStridedData *DrawPrimStrideData);
362 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
364 void primitiveDeclarationConvertToStridedData(
365 IWineD3DDevice *iface,
366 BOOL useVertexShaderFunction,
367 WineDirect3DVertexStridedData *strided,
368 LONG BaseVertexIndex,
371 void primitiveConvertFVFtoOffset(DWORD thisFVF,
374 WineDirect3DVertexStridedData *strided,
377 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
381 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
382 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
384 /* Routine to fill gl caps for swapchains and IWineD3D */
385 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
388 /*****************************************************************************
389 * Internal representation of a light
391 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
392 struct PLIGHTINFOEL {
393 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
400 /* Converted parms to speed up swapping lights */
410 /* The default light parameters */
411 extern const WINED3DLIGHT WINED3D_default_light;
413 /*****************************************************************************
414 * IWineD3D implementation structure
416 typedef struct IWineD3DImpl
418 /* IUnknown fields */
419 const IWineD3DVtbl *lpVtbl;
420 LONG ref; /* Note: Ref counting not required */
422 /* WineD3D Information */
428 WineD3D_GL_Info gl_info;
431 extern const IWineD3DVtbl IWineD3D_Vtbl;
433 /** Hacked out start of a context manager!! **/
434 typedef struct glContext {
441 IWineD3DSurface *pSurface;
442 #if 0 /* TODO: someway to represent the state of the context */
443 IWineD3DStateBlock *pStateBlock;
445 /* a few other things like format */
448 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
449 (since it will break quite a few things until contexts are managed properly!) */
450 extern BOOL pbuffer_support;
451 /* allocate one pbuffer per surface */
452 extern BOOL pbuffer_per_surface;
454 /* Maximum number of contexts/pbuffers to keep in cache,
455 set to 100 because ATI's drivers don't support deleting pBuffers properly
456 this needs to be migrated to a list and some option availalbe for controle the cache size.
458 #define CONTEXT_CACHE 100
460 typedef struct ResourceList {
461 IWineD3DResource *resource;
462 struct ResourceList *next;
465 /* A helper function that dumps a resource list */
466 void dumpResources(ResourceList *resources);
468 /*****************************************************************************
469 * IWineD3DDevice implementation structure
471 typedef struct IWineD3DDeviceImpl
473 /* IUnknown fields */
474 const IWineD3DDeviceVtbl *lpVtbl;
475 LONG ref; /* Note: Ref counting not required */
477 /* WineD3D Information */
481 /* X and GL Information */
482 GLint maxConcurrentLights;
485 BOOL modelview_valid;
487 BOOL view_ident; /* true iff view matrix is identity */
488 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
489 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
490 GLenum tracking_parm; /* Which source is tracking current colour */
491 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
492 #define DISABLED_TRACKING 0 /* Disabled */
493 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
494 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
495 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
499 BOOL texture_shader_active; /* TODO: Confirm use is correct */
500 BOOL last_was_notclipped;
502 /* State block related */
503 BOOL isRecordingState;
504 IWineD3DStateBlockImpl *stateBlock;
505 IWineD3DStateBlockImpl *updateStateBlock;
507 /* Internal use fields */
508 WINED3DDEVICE_CREATION_PARAMETERS createParms;
512 IWineD3DSwapChain **swapchains;
513 uint NumberOfSwapChains;
515 ResourceList *resources; /* a linked list to track resources created by the device */
517 /* Render Target Support */
518 IWineD3DSurface *depthStencilBuffer;
520 IWineD3DSurface *renderTarget;
521 IWineD3DSurface *stencilBufferTarget;
523 /* palettes texture management */
524 PALETTEENTRY palettes[MAX_PALETTES][256];
527 /* For rendering to a texture using glCopyTexImage */
528 BOOL renderUpsideDown;
530 /* Cursor management */
537 /* Textures for when no other textures are mapped */
538 UINT dummyTextureName[MAX_TEXTURES];
540 /* Debug stream management */
543 /* Device state management */
545 BOOL d3d_initialized;
547 /* Screen buffer resources */
548 glContext contextCache[CONTEXT_CACHE];
550 /* A flag to check if endscene has been called before changing the render tartet */
553 /* process vertex shaders using software or hardware */
554 BOOL softwareVertexProcessing;
556 /* DirectDraw stuff */
558 IWineD3DSurface *ddraw_primary;
559 DWORD ddraw_width, ddraw_height;
560 WINED3DFORMAT ddraw_format;
562 /* List of GLSL shader programs and their associated vertex & pixel shaders */
563 struct list glsl_shader_progs;
565 } IWineD3DDeviceImpl;
567 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
569 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
570 * anybody uses it for much so a good implementation is optional. */
571 typedef struct PrivateData
573 struct PrivateData* next;
576 DWORD flags; /* DDSPD_* */
577 DWORD uniqueness_value;
588 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
590 /*****************************************************************************
591 * IWineD3DResource implementation structure
593 typedef struct IWineD3DResourceClass
595 /* IUnknown fields */
596 LONG ref; /* Note: Ref counting not required */
598 /* WineD3DResource Information */
600 WINED3DRESOURCETYPE resourceType;
601 IWineD3DDeviceImpl *wineD3DDevice;
605 WINED3DFORMAT format;
606 BYTE *allocatedMemory;
607 PrivateData *privateData;
609 } IWineD3DResourceClass;
611 typedef struct IWineD3DResourceImpl
613 /* IUnknown & WineD3DResource Information */
614 const IWineD3DResourceVtbl *lpVtbl;
615 IWineD3DResourceClass resource;
616 } IWineD3DResourceImpl;
619 /*****************************************************************************
620 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
622 typedef struct IWineD3DVertexBufferImpl
624 /* IUnknown & WineD3DResource Information */
625 const IWineD3DVertexBufferVtbl *lpVtbl;
626 IWineD3DResourceClass resource;
628 /* WineD3DVertexBuffer specifics */
631 /* Vertex buffer object support */
636 UINT dirtystart, dirtyend;
639 /* Last description of the buffer */
640 WineDirect3DVertexStridedData strided;
641 } IWineD3DVertexBufferImpl;
643 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
645 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
646 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
647 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
648 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
649 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
651 /*****************************************************************************
652 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
654 typedef struct IWineD3DIndexBufferImpl
656 /* IUnknown & WineD3DResource Information */
657 const IWineD3DIndexBufferVtbl *lpVtbl;
658 IWineD3DResourceClass resource;
660 /* WineD3DVertexBuffer specifics */
661 } IWineD3DIndexBufferImpl;
663 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
665 /*****************************************************************************
666 * IWineD3DBaseTexture D3D- > openGL state map lookups
668 #define WINED3DFUNC_NOTSUPPORTED -2
669 #define WINED3DFUNC_UNIMPLEMENTED -1
671 typedef enum winetexturestates {
672 WINED3DTEXSTA_ADDRESSU = 0,
673 WINED3DTEXSTA_ADDRESSV = 1,
674 WINED3DTEXSTA_ADDRESSW = 2,
675 WINED3DTEXSTA_BORDERCOLOR = 3,
676 WINED3DTEXSTA_MAGFILTER = 4,
677 WINED3DTEXSTA_MINFILTER = 5,
678 WINED3DTEXSTA_MIPFILTER = 6,
679 WINED3DTEXSTA_MAXMIPLEVEL = 7,
680 WINED3DTEXSTA_MAXANISOTROPY = 8,
681 WINED3DTEXSTA_SRGBTEXTURE = 9,
682 WINED3DTEXSTA_ELEMENTINDEX = 10,
683 WINED3DTEXSTA_DMAPOFFSET = 11,
684 WINED3DTEXSTA_TSSADDRESSW = 12,
685 MAX_WINETEXTURESTATES = 13,
688 typedef struct Wined3dTextureStateMap {
691 } Wined3dTextureStateMap;
693 /*****************************************************************************
694 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
696 typedef struct IWineD3DBaseTextureClass
704 WINED3DTEXTUREFILTERTYPE filterType;
705 DWORD states[MAX_WINETEXTURESTATES];
707 } IWineD3DBaseTextureClass;
709 typedef struct IWineD3DBaseTextureImpl
711 /* IUnknown & WineD3DResource Information */
712 const IWineD3DBaseTextureVtbl *lpVtbl;
713 IWineD3DResourceClass resource;
714 IWineD3DBaseTextureClass baseTexture;
716 } IWineD3DBaseTextureImpl;
718 /*****************************************************************************
719 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
721 typedef struct IWineD3DTextureImpl
723 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
724 const IWineD3DTextureVtbl *lpVtbl;
725 IWineD3DResourceClass resource;
726 IWineD3DBaseTextureClass baseTexture;
728 /* IWineD3DTexture */
729 IWineD3DSurface *surfaces[MAX_LEVELS];
733 float pow2scalingFactorX;
734 float pow2scalingFactorY;
736 } IWineD3DTextureImpl;
738 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
740 /*****************************************************************************
741 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
743 typedef struct IWineD3DCubeTextureImpl
745 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
746 const IWineD3DCubeTextureVtbl *lpVtbl;
747 IWineD3DResourceClass resource;
748 IWineD3DBaseTextureClass baseTexture;
750 /* IWineD3DCubeTexture */
751 IWineD3DSurface *surfaces[6][MAX_LEVELS];
754 float pow2scalingFactor;
756 } IWineD3DCubeTextureImpl;
758 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
760 typedef struct _WINED3DVOLUMET_DESC
765 } WINED3DVOLUMET_DESC;
767 /*****************************************************************************
768 * IWineD3DVolume implementation structure (extends IUnknown)
770 typedef struct IWineD3DVolumeImpl
772 /* IUnknown & WineD3DResource fields */
773 const IWineD3DVolumeVtbl *lpVtbl;
774 IWineD3DResourceClass resource;
776 /* WineD3DVolume Information */
777 WINED3DVOLUMET_DESC currentDesc;
778 IWineD3DBase *container;
783 WINED3DBOX lockedBox;
788 } IWineD3DVolumeImpl;
790 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
792 /*****************************************************************************
793 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
795 typedef struct IWineD3DVolumeTextureImpl
797 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
798 const IWineD3DVolumeTextureVtbl *lpVtbl;
799 IWineD3DResourceClass resource;
800 IWineD3DBaseTextureClass baseTexture;
802 /* IWineD3DVolumeTexture */
803 IWineD3DVolume *volumes[MAX_LEVELS];
808 } IWineD3DVolumeTextureImpl;
810 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
812 typedef struct _WINED3DSURFACET_DESC
814 WINED3DMULTISAMPLE_TYPE MultiSampleType;
815 DWORD MultiSampleQuality;
818 } WINED3DSURFACET_DESC;
820 /*****************************************************************************
821 * Structure for DIB Surfaces (GetDC and GDI surfaces)
823 typedef struct wineD3DSurface_DIB {
828 } wineD3DSurface_DIB;
830 /*****************************************************************************
831 * IWineD3DSurface implementation structure
833 struct IWineD3DSurfaceImpl
835 /* IUnknown & IWineD3DResource Information */
836 const IWineD3DSurfaceVtbl *lpVtbl;
837 IWineD3DResourceClass resource;
839 /* IWineD3DSurface fields */
840 IWineD3DBase *container;
841 WINED3DSURFACET_DESC currentDesc;
842 IWineD3DPaletteImpl *palette;
847 /* TODO: move this off into a management class(maybe!) */
854 /* Oversized texture */
858 /* precalculated x and y scalings for texture coords */
859 float pow2scalingFactorX; /* = (Width / pow2Width ) */
860 float pow2scalingFactorY; /* = (Height / pow2Height) */
866 glDescriptor glDescription;
869 wineD3DSurface_DIB dib;
872 /* Color keys for DDraw */
873 DDCOLORKEY DestBltCKey;
874 DDCOLORKEY DestOverlayCKey;
875 DDCOLORKEY SrcOverlayCKey;
876 DDCOLORKEY SrcBltCKey;
881 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
882 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
884 /* Predeclare the shared Surface functions */
885 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
886 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
887 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
888 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
889 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
890 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
891 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
892 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
893 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
894 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
895 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
896 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
897 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
898 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
899 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
900 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
901 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
902 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
903 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
904 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
905 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
906 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
907 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
908 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
909 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
910 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
911 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
912 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
913 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
914 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
915 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
916 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
917 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
918 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
919 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
920 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
921 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
922 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
925 #define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
926 #define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
927 #define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
928 #define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
929 #define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
930 #define SFLAG_DISCARD 0x0020 /* ??? */
931 #define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
932 #define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
933 #define SFLAG_INTEXTURE 0x0100 /* ??? */
934 #define SFLAG_INPBUFFER 0x0200 /* ??? */
935 #define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
936 #define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
937 #define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
938 #define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
939 #define SFLAG_GLDIRTY 0x4000 /* The opengl texture is more up to date than the surface mem */
940 #define SFLAG_LOST 0x8000 /* Surface lost flag for DDraw */
942 /* In some conditions the surface memory must not be freed:
943 * SFLAG_OVERSIZE: Not all data can be kept in GL
944 * SFLAG_CONVERTED: Converting the data back would take too long
945 * SFLAG_DIBSECTION: The dib code manages the memory
946 * SFLAG_DIRTY: GL surface isn't up to date
947 * SFLAG_LOCKED: The app requires access to the surface data
948 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
949 * SFLAG_DYNLOCK: Avoid freeing the data for performance
950 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
952 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
961 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
963 /*****************************************************************************
964 * IWineD3DVertexDeclaration implementation structure
966 typedef struct IWineD3DVertexDeclarationImpl {
967 /* IUnknown Information */
968 const IWineD3DVertexDeclarationVtbl *lpVtbl;
969 LONG ref; /* Note: Ref counting not required */
972 /** precomputed fvf if simple declaration */
973 IWineD3DDeviceImpl *wineD3DDevice;
974 DWORD fvf[MAX_STREAMS];
977 /** dx8 compatible Declaration fields */
978 DWORD* pDeclaration8;
979 DWORD declaration8Length;
982 D3DVERTEXELEMENT9 *pDeclaration9;
983 UINT declaration9NumElements;
985 WINED3DVERTEXELEMENT *pDeclarationWine;
986 UINT declarationWNumElements;
990 } IWineD3DVertexDeclarationImpl;
992 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
994 /*****************************************************************************
995 * IWineD3DStateBlock implementation structure
998 /* Internal state Block for Begin/End/Capture/Create/Apply info */
999 /* Note: Very long winded but gl Lists are not flexible enough */
1000 /* to resolve everything we need, so doing it manually for now */
1001 typedef struct SAVEDSTATES {
1005 BOOL streamSource[MAX_STREAMS];
1006 BOOL streamFreq[MAX_STREAMS];
1007 BOOL textures[MAX_SAMPLERS];
1008 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1010 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1011 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1012 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1013 BOOL clipplane[MAX_CLIPPLANES];
1016 BOOL pixelShaderConstantsB[MAX_PSHADER_CONSTANTS];
1017 BOOL pixelShaderConstantsI[MAX_PSHADER_CONSTANTS];
1018 BOOL pixelShaderConstantsF[MAX_PSHADER_CONSTANTS];
1020 BOOL vertexShaderConstantsB[MAX_VSHADER_CONSTANTS];
1021 BOOL vertexShaderConstantsI[MAX_VSHADER_CONSTANTS];
1022 BOOL vertexShaderConstantsF[MAX_VSHADER_CONSTANTS];
1025 struct IWineD3DStateBlockImpl
1027 /* IUnknown fields */
1028 const IWineD3DStateBlockVtbl *lpVtbl;
1029 LONG ref; /* Note: Ref counting not required */
1031 /* IWineD3DStateBlock information */
1033 IWineD3DDeviceImpl *wineD3DDevice;
1034 WINED3DSTATEBLOCKTYPE blockType;
1036 /* Array indicating whether things have been set or changed */
1037 SAVEDSTATES changed;
1040 /* Drawing - Vertex Shader or FVF related */
1042 /* Vertex Shader Declaration */
1043 IWineD3DVertexDeclaration *vertexDecl;
1045 IWineD3DVertexShader *vertexShader;
1047 /* Vertex Shader Constants */
1048 BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
1049 INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
1050 float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
1054 UINT streamStride[MAX_STREAMS];
1055 UINT streamOffset[MAX_STREAMS];
1056 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1057 UINT streamFreq[MAX_STREAMS];
1058 UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1061 IWineD3DIndexBuffer* pIndexData;
1062 UINT baseVertexIndex; /* Note: only used for d3d8 */
1065 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1068 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1071 double clipplane[MAX_CLIPPLANES][4];
1072 WINED3DCLIPSTATUS clip_status;
1075 WINED3DVIEWPORT viewport;
1078 WINED3DMATERIAL material;
1081 IWineD3DPixelShader *pixelShader;
1083 /* Pixel Shader Constants */
1084 BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
1085 INT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
1086 float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
1088 /* Indexed Vertex Blending */
1089 D3DVERTEXBLENDFLAGS vertex_blend;
1093 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1096 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1097 int textureDimensions[MAX_SAMPLERS];
1099 /* Texture State Stage */
1100 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1101 /* Sampler States */
1102 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1104 /* Current GLSL Shader Program */
1105 GLhandleARB shaderPrgId;
1108 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1110 /*****************************************************************************
1111 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1113 typedef struct IWineD3DQueryImpl
1115 const IWineD3DQueryVtbl *lpVtbl;
1116 LONG ref; /* Note: Ref counting not required */
1119 /*TODO: replace with iface usage */
1121 IWineD3DDevice *wineD3DDevice;
1123 IWineD3DDeviceImpl *wineD3DDevice;
1125 /* IWineD3DQuery fields */
1128 /* TODO: Think about using a IUnknown instead of a void* */
1132 } IWineD3DQueryImpl;
1134 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1136 /* Datastructures for IWineD3DQueryImpl.extendedData */
1137 typedef struct WineQueryOcclusionData {
1138 unsigned int queryId;
1139 } WineQueryOcclusionData;
1142 /*****************************************************************************
1143 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1146 typedef struct IWineD3DSwapChainImpl
1149 IWineD3DSwapChainVtbl *lpVtbl;
1150 LONG ref; /* Note: Ref counting not required */
1153 IWineD3DDeviceImpl *wineD3DDevice;
1155 /* IWineD3DSwapChain fields */
1156 IWineD3DSurface **backBuffer;
1157 IWineD3DSurface *frontBuffer;
1158 BOOL wantsDepthStencilBuffer;
1159 D3DPRESENT_PARAMETERS presentParms;
1161 /* TODO: move everything up to drawable off into a context manager
1162 and store the 'data' in the contextManagerData interface.
1163 IUnknown *contextManagerData;
1171 XVisualInfo *visInfo;
1172 GLXContext render_ctx;
1173 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1175 } IWineD3DSwapChainImpl;
1177 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1179 /*****************************************************************************
1180 * Utility function prototypes
1183 /* Trace routines */
1184 const char* debug_d3dformat(WINED3DFORMAT fmt);
1185 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1186 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1187 const char* debug_d3dusage(DWORD usage);
1188 const char* debug_d3ddeclusage(BYTE usage);
1189 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1190 const char* debug_d3drenderstate(DWORD state);
1191 const char* debug_d3dsamplerstate(DWORD state);
1192 const char* debug_d3dtexturestate(DWORD state);
1193 const char* debug_d3dpool(WINED3DPOOL pool);
1195 /* Routines for GL <-> D3D values */
1196 GLenum StencilOp(DWORD op);
1197 GLenum StencilFunc(DWORD func);
1198 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1199 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1200 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1202 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1205 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1207 /*****************************************************************************
1208 * To enable calling of inherited functions, requires prototypes
1210 * Note: Only require classes which are subclassed, ie resource, basetexture,
1212 /*** IUnknown methods ***/
1213 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1214 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1215 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1216 /*** IWineD3DResource methods ***/
1217 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1218 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1219 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1220 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1221 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1222 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1223 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1224 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1225 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1226 /*** class static members ***/
1227 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1229 /*** IUnknown methods ***/
1230 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1231 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1232 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1233 /*** IWineD3DResource methods ***/
1234 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1235 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1236 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1237 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1238 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1239 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1240 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1241 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1242 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1243 /*** IWineD3DBaseTexture methods ***/
1244 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1245 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1246 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1247 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1248 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1249 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1250 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1251 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1253 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1254 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1255 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1256 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1257 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1258 /*** class static members ***/
1259 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1261 struct SHADER_OPCODE_ARG;
1262 typedef void (*shader_fct_t)();
1263 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1265 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1266 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1267 * used if the user is using GLSL shaders. */
1268 struct glsl_shader_prog_link {
1270 GLhandleARB programId;
1271 IWineD3DVertexShader* vertexShader;
1272 IWineD3DPixelShader* pixelShader;
1275 /* TODO: Make this dynamic, based on shader limits ? */
1276 #define MAX_REG_ADDR 1
1277 #define MAX_REG_TEMP 32
1278 #define MAX_REG_TEXCRD 8
1279 #define MAX_REG_INPUT 12
1280 #define MAX_REG_OUTPUT 12
1281 #define MAX_ATTRIBS 16
1282 #define MAX_CONST_I 16
1283 #define MAX_CONST_B 16
1285 /* FIXME: This needs to go up to 2048 for
1286 * Shader model 3 according to msdn (and for software shaders) */
1287 #define MAX_LABELS 16
1289 typedef struct semantic {
1294 typedef struct local_constant {
1300 typedef struct shader_reg_maps {
1302 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1303 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1304 char address[MAX_REG_ADDR]; /* vertex */
1305 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1306 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1307 char attributes[MAX_ATTRIBS]; /* vertex */
1308 char labels[MAX_LABELS]; /* pixel, vertex */
1310 /* Sampler usage tokens
1311 * Use 0 as default (bit 31 is always 1 on a valid token) */
1312 DWORD samplers[MAX_SAMPLERS];
1314 /* Whether or not a loop is used in this shader */
1317 /* Whether or not this shader uses fog */
1322 #define SHADER_PGMSIZE 65535
1323 typedef struct SHADER_BUFFER {
1326 unsigned int lineNo;
1329 /* Undocumented opcode controls */
1330 #define INST_CONTROLS_SHIFT 16
1331 #define INST_CONTROLS_MASK 0x00ff0000
1333 typedef enum COMPARISON_TYPE {
1342 typedef struct SHADER_OPCODE {
1343 unsigned int opcode;
1347 CONST UINT num_params;
1348 shader_fct_t soft_fct;
1349 SHADER_HANDLER hw_fct;
1350 SHADER_HANDLER hw_glsl_fct;
1355 typedef struct SHADER_OPCODE_ARG {
1356 IWineD3DBaseShader* shader;
1357 shader_reg_maps* reg_maps;
1358 CONST SHADER_OPCODE* opcode;
1365 SHADER_BUFFER* buffer;
1366 } SHADER_OPCODE_ARG;
1368 typedef struct SHADER_LIMITS {
1369 unsigned int temporary;
1370 unsigned int texcoord;
1371 unsigned int sampler;
1372 unsigned int constant_int;
1373 unsigned int constant_float;
1374 unsigned int constant_bool;
1375 unsigned int address;
1376 unsigned int packed_output;
1377 unsigned int packed_input;
1378 unsigned int attributes;
1382 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1383 maintain state information between multiple codes */
1384 typedef struct SHADER_PARSE_STATE {
1385 unsigned int current_row;
1386 DWORD texcoord_w[2];
1387 } SHADER_PARSE_STATE;
1389 /* Base Shader utility functions.
1390 * (may move callers into the same file in the future) */
1391 extern int shader_addline(
1392 SHADER_BUFFER* buffer,
1393 const char* fmt, ...);
1395 extern const SHADER_OPCODE* shader_get_opcode(
1396 IWineD3DBaseShader *iface,
1399 extern void shader_delete_constant_list(
1400 struct list* clist);
1402 /* Vertex shader utility functions */
1403 extern BOOL vshader_get_input(
1404 IWineD3DVertexShader* iface,
1405 BYTE usage_req, BYTE usage_idx_req,
1406 unsigned int* regnum);
1408 extern BOOL vshader_input_is_color(
1409 IWineD3DVertexShader* iface,
1410 unsigned int regnum);
1412 /* ARB_[vertex/fragment]_program helper functions */
1413 extern void shader_arb_load_constants(
1414 IWineD3DStateBlock* iface,
1415 char usePixelShader,
1416 char useVertexShader);
1418 /* ARB shader program Prototypes */
1419 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1421 /* ARB pixel shader prototypes */
1422 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1423 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1424 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1425 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1426 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1427 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1428 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1429 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1430 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1431 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1432 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1433 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1434 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1435 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1437 /* ARB vertex shader prototypes */
1438 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1439 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1441 /* GLSL helper functions */
1442 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1443 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1444 extern void shader_glsl_load_constants(
1445 IWineD3DStateBlock* iface,
1446 char usePixelShader,
1447 char useVertexShader);
1449 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1450 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1451 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1452 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1453 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1454 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1455 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1456 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1457 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1458 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1459 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1460 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1461 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1462 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1463 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1464 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1465 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1466 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1467 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1468 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1469 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1470 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1471 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1472 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1473 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1474 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1475 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1476 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1477 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1479 /** GLSL Pixel Shader Prototypes */
1480 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1481 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1482 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1483 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1484 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1485 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1486 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1487 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1488 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1489 extern void pshader_glsl_input_pack(
1490 SHADER_BUFFER* buffer,
1491 semantic* semantics_out);
1493 /** GLSL Vertex Shader Prototypes */
1494 extern void vshader_glsl_output_unpack(
1495 SHADER_BUFFER* buffer,
1496 semantic* semantics_out);
1498 /*****************************************************************************
1499 * IDirect3DBaseShader implementation structure
1501 typedef struct IWineD3DBaseShaderClass
1504 SHADER_LIMITS limits;
1505 SHADER_PARSE_STATE parse_state;
1506 CONST SHADER_OPCODE *shader_ins;
1507 CONST DWORD *function;
1508 UINT functionLength;
1511 /* Type of shader backend */
1514 /* Immediate constants (override global ones) */
1515 struct list constantsB;
1516 struct list constantsF;
1517 struct list constantsI;
1519 } IWineD3DBaseShaderClass;
1521 typedef struct IWineD3DBaseShaderImpl {
1523 const IWineD3DBaseShaderVtbl *lpVtbl;
1526 /* IWineD3DBaseShader */
1527 IWineD3DBaseShaderClass baseShader;
1528 } IWineD3DBaseShaderImpl;
1530 extern HRESULT shader_get_registers_used(
1531 IWineD3DBaseShader *iface,
1532 shader_reg_maps* reg_maps,
1533 semantic* semantics_in,
1534 semantic* semantics_out,
1535 CONST DWORD* pToken);
1537 extern void shader_generate_glsl_declarations(
1538 IWineD3DBaseShader *iface,
1539 shader_reg_maps* reg_maps,
1540 SHADER_BUFFER* buffer);
1542 extern void shader_generate_arb_declarations(
1543 IWineD3DBaseShader *iface,
1544 shader_reg_maps* reg_maps,
1545 SHADER_BUFFER* buffer);
1547 extern void shader_generate_main(
1548 IWineD3DBaseShader *iface,
1549 SHADER_BUFFER* buffer,
1550 shader_reg_maps* reg_maps,
1551 CONST DWORD* pFunction);
1553 extern void shader_dump_ins_modifiers(
1554 const DWORD output);
1556 extern void shader_dump_param(
1557 IWineD3DBaseShader *iface,
1559 const DWORD addr_token,
1562 extern void shader_trace_init(
1563 IWineD3DBaseShader *iface,
1564 const DWORD* pFunction);
1566 extern int shader_get_param(
1567 IWineD3DBaseShader* iface,
1568 const DWORD* pToken,
1572 extern int shader_skip_unrecognized(
1573 IWineD3DBaseShader* iface,
1574 const DWORD* pToken);
1576 extern void print_glsl_info_log(
1577 WineD3D_GL_Info *gl_info,
1580 inline static int shader_get_regtype(const DWORD param) {
1581 return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
1582 ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
1585 extern unsigned int shader_get_float_offset(const DWORD reg);
1587 inline static BOOL shader_is_pshader_version(DWORD token) {
1588 return 0xFFFF0000 == (token & 0xFFFF0000);
1591 inline static BOOL shader_is_vshader_version(DWORD token) {
1592 return 0xFFFE0000 == (token & 0xFFFF0000);
1595 inline static BOOL shader_is_comment(DWORD token) {
1596 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1599 /*****************************************************************************
1600 * IDirect3DVertexShader implementation structure
1602 typedef struct IWineD3DVertexShaderImpl {
1604 const IWineD3DVertexShaderVtbl *lpVtbl;
1605 LONG ref; /* Note: Ref counting not required */
1607 /* IWineD3DBaseShader */
1608 IWineD3DBaseShaderClass baseShader;
1610 /* IWineD3DVertexShaderImpl */
1612 IWineD3DDeviceImpl *wineD3DDevice;
1617 /* Vertex shader input and output semantics */
1618 semantic semantics_in [MAX_ATTRIBS];
1619 semantic semantics_out [MAX_REG_OUTPUT];
1621 /* run time datas... */
1623 IWineD3DVertexDeclaration *vertexDeclaration;
1624 #if 0 /* needs reworking */
1625 /* run time datas */
1626 VSHADERINPUTDATA input;
1627 VSHADEROUTPUTDATA output;
1629 } IWineD3DVertexShaderImpl;
1630 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1631 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1633 /*****************************************************************************
1634 * IDirect3DPixelShader implementation structure
1636 typedef struct IWineD3DPixelShaderImpl {
1637 /* IUnknown parts */
1638 const IWineD3DPixelShaderVtbl *lpVtbl;
1639 LONG ref; /* Note: Ref counting not required */
1641 /* IWineD3DBaseShader */
1642 IWineD3DBaseShaderClass baseShader;
1644 /* IWineD3DPixelShaderImpl */
1646 IWineD3DDeviceImpl *wineD3DDevice;
1648 /* Pixel shader input semantics */
1649 semantic semantics_in [MAX_REG_INPUT];
1654 #if 0 /* needs reworking */
1655 PSHADERINPUTDATA input;
1656 PSHADEROUTPUTDATA output;
1658 } IWineD3DPixelShaderImpl;
1660 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1661 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1663 /*****************************************************************************
1664 * IWineD3DPalette implementation structure
1666 struct IWineD3DPaletteImpl {
1667 /* IUnknown parts */
1668 const IWineD3DPaletteVtbl *lpVtbl;
1672 IWineD3DDeviceImpl *wineD3DDevice;
1674 /* IWineD3DPalette */
1676 WORD palVersion; /*| */
1677 WORD palNumEntries; /*| LOGPALETTE */
1678 PALETTEENTRY palents[256]; /*| */
1679 /* This is to store the palette in 'screen format' */
1680 int screen_palents[256];
1684 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1685 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1687 /* DirectDraw utility functions */
1688 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1690 /*****************************************************************************
1691 * Pixel format management
1694 WINED3DFORMAT format;
1695 DWORD alphaMask, redMask, greenMask, blueMask;
1698 GLint glInternal, glFormat, glType;
1701 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);