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 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in) {
134 const unsigned short s = ((*in) & 0x8000);
135 const unsigned short e = ((*in) & 0x7C00) >> 10;
136 const unsigned short m = (*in) & 0x3FF;
137 const float sgn = (s ? -1.0 : 1.0);
140 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
145 if(m == 0) return sgn / 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in) {
152 float tmp = fabs(*in);
153 unsigned int mantissa;
156 /* Deal with special numbers */
157 if(*in == 0.0) return 0x0000;
158 if(isnan(*in)) return 0x7C01;
159 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp < pow(2, 10)) {
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
172 }while(tmp >= pow(2, 11));
175 mantissa = (unsigned int) tmp;
176 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
178 exp += 10; /* Normalize the mantissa */
179 exp += 15; /* Exponent is encoded with excess 15 */
181 if(exp > 30) { /* too big */
182 ret = 0x7c00; /* INF */
183 } else if(exp <= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
186 mantissa = mantissa >> 1;
189 ret = mantissa & 0x3ff;
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
222 #define RTL_DISABLE -1
224 #define RTL_READDRAW 1
225 #define RTL_READTEX 2
226 #define RTL_TEXDRAW 3
229 /* NOTE: When adding fields to this structure, make sure to update the default
230 * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s {
232 /* vertex and pixel shader modes */
236 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
237 we should use it. However, until it's fully implemented, we'll leave it as a registry
238 setting for developers. */
240 int offscreen_rendering_mode;
241 int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243 unsigned int emulated_textureram;
245 } wined3d_settings_t;
247 extern wined3d_settings_t wined3d_settings;
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
253 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
254 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
255 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
256 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
257 void (*shader_cleanup)(IWineD3DDevice *iface);
258 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
259 void (*shader_destroy)(IWineD3DBaseShader *iface);
262 extern const shader_backend_t glsl_shader_backend;
263 extern const shader_backend_t arb_program_shader_backend;
264 extern const shader_backend_t none_shader_backend;
268 extern void (*wine_tsx11_lock_ptr)(void);
269 extern void (*wine_tsx11_unlock_ptr)(void);
271 /* As GLX relies on X, this is needed */
275 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
276 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
278 #define ENTER_GL() wine_tsx11_lock_ptr()
279 #define LEAVE_GL() wine_tsx11_unlock_ptr()
282 /*****************************************************************************
286 /* GL related defines */
287 /* ------------------ */
288 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
289 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
290 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
291 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
293 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
294 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
295 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
296 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
298 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
299 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
300 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
301 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
303 #define D3DCOLORTOGLFLOAT4(dw, vec) \
304 (vec)[0] = D3DCOLOR_R(dw); \
305 (vec)[1] = D3DCOLOR_G(dw); \
306 (vec)[2] = D3DCOLOR_B(dw); \
307 (vec)[3] = D3DCOLOR_A(dw);
309 /* DirectX Device Limits */
310 /* --------------------- */
311 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
313 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
314 See MaxStreams in MSDN under GetDeviceCaps */
315 /* Maximum number of constants provided to the shaders */
316 #define HIGHEST_TRANSFORMSTATE 512
317 /* Highest value in WINED3DTRANSFORMSTATETYPE */
318 #define MAX_PALETTES 256
320 /* Checking of API calls */
321 /* --------------------- */
322 #define checkGLcall(A) \
324 GLint err = glGetError(); \
325 if (err == GL_NO_ERROR) { \
326 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
329 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
330 debug_glerror(err), err, A, __FILE__, __LINE__); \
331 err = glGetError(); \
332 } while (err != GL_NO_ERROR); \
335 /* Trace routines / diagnostics */
336 /* ---------------------------- */
338 /* Dump out a matrix and copy it */
339 #define conv_mat(mat,gl_mat) \
341 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
342 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
343 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
344 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
345 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
348 /* Macro to dump out the current state of the light chain */
349 #define DUMP_LIGHT_CHAIN() \
351 PLIGHTINFOEL *el = This->stateBlock->lights;\
353 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
358 /* Trace vector and strided data information */
359 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
360 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
361 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);
363 /* Defines used for optimizations */
365 /* Only reapply what is necessary */
366 #define REAPPLY_ALPHAOP 0x0001
367 #define REAPPLY_ALL 0xFFFF
369 /* Advance declaration of structures to satisfy compiler */
370 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
371 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
372 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
373 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
375 /* Global variables */
376 extern const float identity[16];
378 /*****************************************************************************
379 * Compilable extra diagnostics
382 /* Trace information per-vertex: (extremely high amount of trace) */
383 #if 0 /* NOTE: Must be 0 in cvs */
384 # define VTRACE(A) TRACE A
389 /* Checking of per-vertex related GL calls */
390 /* --------------------- */
391 #define vcheckGLcall(A) \
393 GLint err = glGetError(); \
394 if (err == GL_NO_ERROR) { \
395 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
398 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
399 debug_glerror(err), err, A, __FILE__, __LINE__); \
400 err = glGetError(); \
401 } while (err != GL_NO_ERROR); \
404 /* TODO: Confirm each of these works when wined3d move completed */
405 #if 0 /* NOTE: Must be 0 in cvs */
406 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
407 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
408 is enabled, and if it doesn't exist it is disabled. */
409 # define FRAME_DEBUGGING
410 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
411 the file is deleted */
412 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
413 # define SINGLE_FRAME_DEBUGGING
415 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
416 It can only be enabled when FRAME_DEBUGGING is also enabled
417 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
419 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
420 # define SHOW_FRAME_MAKEUP 1
422 /* The following, when enabled, lets you see the makeup of the all the textures used during each
423 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
424 The contents of the textures assigned to each stage are written into
425 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
427 # define SHOW_TEXTURE_MAKEUP 0
430 extern BOOL isDumpingFrames;
431 extern LONG primCounter;
434 /*****************************************************************************
438 /* Routine common to the draw primitive and draw indexed primitive routines */
439 void drawPrimitive(IWineD3DDevice *iface,
443 long StartVertexIndex,
444 UINT numberOfVertices,
450 void primitiveDeclarationConvertToStridedData(
451 IWineD3DDevice *iface,
452 BOOL useVertexShaderFunction,
453 WineDirect3DVertexStridedData *strided,
456 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
458 typedef void (*glAttribFunc)(void *data);
459 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
460 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
461 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
462 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
463 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
467 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
468 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
470 void depth_copy(IWineD3DDevice *iface);
472 /* Routines and structures related to state management */
473 typedef struct WineD3DContext WineD3DContext;
474 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
476 #define STATE_RENDER(a) (a)
477 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
479 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
480 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
482 /* + 1 because samplers start with 0 */
483 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
484 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
486 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
487 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
489 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
490 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
492 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
493 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
494 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
495 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
497 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
498 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
500 #define STATE_VSHADER (STATE_VDECL + 1)
501 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
503 #define STATE_VIEWPORT (STATE_VSHADER + 1)
504 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
506 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
507 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
508 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
509 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
511 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
512 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
514 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
515 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
517 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
518 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
520 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
522 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
524 #define STATE_HIGHEST (STATE_FRONTFACE)
528 DWORD representative;
529 APPLYSTATEFUNC apply;
532 /* Global state table */
533 extern const struct StateEntry StateTable[];
535 /* The new context manager that should deal with onscreen and offscreen rendering */
536 struct WineD3DContext {
537 /* State dirtification
538 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
539 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
540 * 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
541 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
543 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
544 DWORD numDirtyEntries;
545 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
547 IWineD3DSurface *surface;
548 DWORD tid; /* Thread ID which owns this context at the moment */
550 /* Stores some information about the context state for optimization */
551 GLint last_draw_buffer;
552 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
553 BOOL last_was_pshader;
554 BOOL last_was_vshader;
555 BOOL last_was_foggy_shader;
556 BOOL namedArraysLoaded, numberedArraysLoaded;
557 BOOL lastWasPow2Texture[MAX_TEXTURES];
558 GLenum tracking_parm; /* Which source is tracking current colour */
559 unsigned char num_untracked_materials;
560 GLenum untracked_materials[2];
561 BOOL last_was_blit, last_was_ckey;
562 char texShaderBumpMap;
565 /* The actual opengl context */
573 typedef enum ContextUsage {
574 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
575 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
576 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
577 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
580 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
581 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
582 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
583 void apply_fbo_state(IWineD3DDevice *iface);
585 /* Macros for doing basic GPU detection based on opengl capabilities */
586 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
587 #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])
588 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
589 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
591 /* Default callbacks for implicit object destruction */
592 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
594 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
596 /*****************************************************************************
597 * Internal representation of a light
599 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
600 struct PLIGHTINFOEL {
601 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
608 /* Converted parms to speed up swapping lights */
617 /* The default light parameters */
618 extern const WINED3DLIGHT WINED3D_default_light;
620 typedef struct WineD3D_PixelFormat
622 int iPixelFormat; /* WGL pixel format */
623 int redSize, greenSize, blueSize, alphaSize;
624 int depthSize, stencilSize;
625 } WineD3D_PixelFormat;
627 /* The adapter structure */
628 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
629 struct WineD3DAdapter
633 WineD3D_GL_Info gl_info;
635 const char *description;
636 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
638 WineD3D_PixelFormat *cfgs;
639 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
640 unsigned int UsedTextureRam;
643 extern BOOL InitAdapters(void);
644 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
645 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
647 /*****************************************************************************
648 * High order patch management
650 struct WineD3DRectPatch
654 WineDirect3DVertexStridedData strided;
655 WINED3DRECTPATCH_INFO RectPatchInfo;
657 char has_normals, has_texcoords;
661 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
663 /*****************************************************************************
664 * IWineD3D implementation structure
666 typedef struct IWineD3DImpl
668 /* IUnknown fields */
669 const IWineD3DVtbl *lpVtbl;
670 LONG ref; /* Note: Ref counting not required */
672 /* WineD3D Information */
677 extern const IWineD3DVtbl IWineD3D_Vtbl;
679 /* TODO: setup some flags in the registry to enable, disable pbuffer support
680 (since it will break quite a few things until contexts are managed properly!) */
681 extern BOOL pbuffer_support;
682 /* allocate one pbuffer per surface */
683 extern BOOL pbuffer_per_surface;
685 /* A helper function that dumps a resource list */
686 void dumpResources(struct list *list);
688 /*****************************************************************************
689 * IWineD3DDevice implementation structure
691 struct IWineD3DDeviceImpl
693 /* IUnknown fields */
694 const IWineD3DDeviceVtbl *lpVtbl;
695 LONG ref; /* Note: Ref counting not required */
697 /* WineD3D Information */
700 struct WineD3DAdapter *adapter;
702 /* Window styles to restore when switching fullscreen mode */
706 /* X and GL Information */
707 GLint maxConcurrentLights;
708 GLenum offscreenBuffer;
710 /* Selected capabilities */
711 int vs_selected_mode;
712 int ps_selected_mode;
713 const shader_backend_t *shader_backend;
714 hash_table_t *glsl_program_lookup;
717 BOOL view_ident; /* true iff view matrix is identity */
719 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
720 unsigned char surface_alignment; /* Line Alignment of surfaces */
722 /* State block related */
723 BOOL isRecordingState;
724 IWineD3DStateBlockImpl *stateBlock;
725 IWineD3DStateBlockImpl *updateStateBlock;
728 /* Internal use fields */
729 WINED3DDEVICE_CREATION_PARAMETERS createParms;
731 WINED3DDEVTYPE devType;
733 IWineD3DSwapChain **swapchains;
734 UINT NumberOfSwapChains;
736 struct list resources; /* a linked list to track resources created by the device */
737 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
739 /* Render Target Support */
740 IWineD3DSurface **render_targets;
741 IWineD3DSurface *auto_depth_stencil_buffer;
742 IWineD3DSurface **fbo_color_attachments;
743 IWineD3DSurface *fbo_depth_attachment;
745 IWineD3DSurface *stencilBufferTarget;
747 /* Caches to avoid unneeded context changes */
748 IWineD3DSurface *lastActiveRenderTarget;
749 IWineD3DSwapChain *lastActiveSwapChain;
751 /* palettes texture management */
752 PALETTEENTRY palettes[MAX_PALETTES][256];
754 UINT paletteConversionShader;
756 /* For rendering to a texture using glCopyTexImage */
757 BOOL render_offscreen;
758 WINED3D_DEPTHCOPYSTATE depth_copy_state;
762 GLenum *draw_buffers;
763 GLuint depth_blt_texture;
764 GLuint depth_blt_vprogram_id;
765 GLuint depth_blt_fprogram_id;
766 GLhandleARB depth_blt_glsl_program_id;
768 /* Cursor management */
774 UINT cursorWidth, cursorHeight;
775 GLuint cursorTexture;
776 BOOL haveHardwareCursor;
777 HCURSOR hardwareCursor;
779 /* The Wine logo surface */
780 IWineD3DSurface *logo_surface;
782 /* Textures for when no other textures are mapped */
783 UINT dummyTextureName[MAX_TEXTURES];
785 /* Debug stream management */
788 /* Device state management */
790 BOOL d3d_initialized;
792 /* A flag to check for proper BeginScene / EndScene call pairs */
795 /* process vertex shaders using software or hardware */
796 BOOL softwareVertexProcessing;
798 /* DirectDraw stuff */
800 IWineD3DSurface *ddraw_primary;
801 DWORD ddraw_width, ddraw_height;
802 WINED3DFORMAT ddraw_format;
803 BOOL ddraw_fullscreen;
805 /* Final position fixup constant */
808 /* With register combiners we can skip junk texture stages */
809 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
810 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
811 BOOL fixed_function_usage_map[MAX_TEXTURES];
813 /* Stream source management */
814 WineDirect3DVertexStridedData strided_streams;
815 WineDirect3DVertexStridedData *up_strided;
816 BOOL useDrawStridedSlow;
819 /* Context management */
820 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
821 WineD3DContext *activeContext;
824 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
825 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
827 /* High level patch management */
828 #define PATCHMAP_SIZE 43
829 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
830 struct list patches[PATCHMAP_SIZE];
831 struct WineD3DRectPatch *currentPatch;
834 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
836 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
837 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
838 float Z, DWORD Stencil);
839 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
840 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
841 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
842 DWORD idx = state >> 5;
843 BYTE shift = state & 0x1f;
844 return context->isStateDirty[idx] & (1 << shift);
847 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
848 typedef struct PrivateData
853 DWORD flags; /* DDSPD_* */
854 DWORD uniqueness_value;
865 /*****************************************************************************
866 * IWineD3DResource implementation structure
868 typedef struct IWineD3DResourceClass
870 /* IUnknown fields */
871 LONG ref; /* Note: Ref counting not required */
873 /* WineD3DResource Information */
875 WINED3DRESOURCETYPE resourceType;
876 IWineD3DDeviceImpl *wineD3DDevice;
880 WINED3DFORMAT format;
881 BYTE *allocatedMemory; /* Pointer to the real data location */
882 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
883 struct list privateData;
884 struct list resource_list_entry;
886 } IWineD3DResourceClass;
888 typedef struct IWineD3DResourceImpl
890 /* IUnknown & WineD3DResource Information */
891 const IWineD3DResourceVtbl *lpVtbl;
892 IWineD3DResourceClass resource;
893 } IWineD3DResourceImpl;
895 /* Tests show that the start address of resources is 32 byte aligned */
896 #define RESOURCE_ALIGNMENT 32
898 /*****************************************************************************
899 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
901 enum vbo_conversion_type {
905 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
907 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
908 * fixed function semantics as D3DCOLOR or FLOAT16
912 typedef struct IWineD3DVertexBufferImpl
914 /* IUnknown & WineD3DResource Information */
915 const IWineD3DVertexBufferVtbl *lpVtbl;
916 IWineD3DResourceClass resource;
918 /* WineD3DVertexBuffer specifics */
921 /* Vertex buffer object support */
928 UINT dirtystart, dirtyend;
931 LONG declChanges, draws;
932 /* Last description of the buffer */
933 DWORD stride; /* 0 if no conversion */
934 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
936 /* Extra load offsets, for FLOAT16 conversion */
937 DWORD *conv_shift; /* NULL if no shifted conversion */
938 DWORD conv_stride; /* 0 if no shifted conversion */
939 } IWineD3DVertexBufferImpl;
941 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
943 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
944 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
945 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
946 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
947 #define VBFLAG_CREATEVBO 0x10 /* Attempt to create a VBO next PreLoad */
949 /*****************************************************************************
950 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
952 typedef struct IWineD3DIndexBufferImpl
954 /* IUnknown & WineD3DResource Information */
955 const IWineD3DIndexBufferVtbl *lpVtbl;
956 IWineD3DResourceClass resource;
959 UINT dirtystart, dirtyend;
962 /* WineD3DVertexBuffer specifics */
963 } IWineD3DIndexBufferImpl;
965 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
967 /*****************************************************************************
968 * IWineD3DBaseTexture D3D- > openGL state map lookups
970 #define WINED3DFUNC_NOTSUPPORTED -2
971 #define WINED3DFUNC_UNIMPLEMENTED -1
973 typedef enum winetexturestates {
974 WINED3DTEXSTA_ADDRESSU = 0,
975 WINED3DTEXSTA_ADDRESSV = 1,
976 WINED3DTEXSTA_ADDRESSW = 2,
977 WINED3DTEXSTA_BORDERCOLOR = 3,
978 WINED3DTEXSTA_MAGFILTER = 4,
979 WINED3DTEXSTA_MINFILTER = 5,
980 WINED3DTEXSTA_MIPFILTER = 6,
981 WINED3DTEXSTA_MAXMIPLEVEL = 7,
982 WINED3DTEXSTA_MAXANISOTROPY = 8,
983 WINED3DTEXSTA_SRGBTEXTURE = 9,
984 WINED3DTEXSTA_ELEMENTINDEX = 10,
985 WINED3DTEXSTA_DMAPOFFSET = 11,
986 WINED3DTEXSTA_TSSADDRESSW = 12,
987 MAX_WINETEXTURESTATES = 13,
990 /*****************************************************************************
991 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
993 typedef struct IWineD3DBaseTextureClass
999 WINED3DTEXTUREFILTERTYPE filterType;
1000 DWORD states[MAX_WINETEXTURESTATES];
1004 UINT srgb_mode_change_count;
1005 WINED3DFORMAT shader_conversion_group;
1006 float pow2Matrix[16];
1007 } IWineD3DBaseTextureClass;
1009 typedef struct IWineD3DBaseTextureImpl
1011 /* IUnknown & WineD3DResource Information */
1012 const IWineD3DBaseTextureVtbl *lpVtbl;
1013 IWineD3DResourceClass resource;
1014 IWineD3DBaseTextureClass baseTexture;
1016 } IWineD3DBaseTextureImpl;
1018 /*****************************************************************************
1019 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1021 typedef struct IWineD3DTextureImpl
1023 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1024 const IWineD3DTextureVtbl *lpVtbl;
1025 IWineD3DResourceClass resource;
1026 IWineD3DBaseTextureClass baseTexture;
1028 /* IWineD3DTexture */
1029 IWineD3DSurface *surfaces[MAX_LEVELS];
1035 } IWineD3DTextureImpl;
1037 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1039 /*****************************************************************************
1040 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1042 typedef struct IWineD3DCubeTextureImpl
1044 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1045 const IWineD3DCubeTextureVtbl *lpVtbl;
1046 IWineD3DResourceClass resource;
1047 IWineD3DBaseTextureClass baseTexture;
1049 /* IWineD3DCubeTexture */
1050 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1053 } IWineD3DCubeTextureImpl;
1055 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1057 typedef struct _WINED3DVOLUMET_DESC
1062 } WINED3DVOLUMET_DESC;
1064 /*****************************************************************************
1065 * IWineD3DVolume implementation structure (extends IUnknown)
1067 typedef struct IWineD3DVolumeImpl
1069 /* IUnknown & WineD3DResource fields */
1070 const IWineD3DVolumeVtbl *lpVtbl;
1071 IWineD3DResourceClass resource;
1073 /* WineD3DVolume Information */
1074 WINED3DVOLUMET_DESC currentDesc;
1075 IWineD3DBase *container;
1080 WINED3DBOX lockedBox;
1081 WINED3DBOX dirtyBox;
1085 } IWineD3DVolumeImpl;
1087 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1089 /*****************************************************************************
1090 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1092 typedef struct IWineD3DVolumeTextureImpl
1094 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1095 const IWineD3DVolumeTextureVtbl *lpVtbl;
1096 IWineD3DResourceClass resource;
1097 IWineD3DBaseTextureClass baseTexture;
1099 /* IWineD3DVolumeTexture */
1100 IWineD3DVolume *volumes[MAX_LEVELS];
1105 } IWineD3DVolumeTextureImpl;
1107 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1109 typedef struct _WINED3DSURFACET_DESC
1111 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1112 DWORD MultiSampleQuality;
1115 } WINED3DSURFACET_DESC;
1117 /*****************************************************************************
1118 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1120 typedef struct wineD3DSurface_DIB {
1126 } wineD3DSurface_DIB;
1133 } renderbuffer_entry_t;
1135 /*****************************************************************************
1136 * IWineD3DClipp implementation structure
1138 typedef struct IWineD3DClipperImpl
1140 const IWineD3DClipperVtbl *lpVtbl;
1145 } IWineD3DClipperImpl;
1148 /*****************************************************************************
1149 * IWineD3DSurface implementation structure
1151 struct IWineD3DSurfaceImpl
1153 /* IUnknown & IWineD3DResource Information */
1154 const IWineD3DSurfaceVtbl *lpVtbl;
1155 IWineD3DResourceClass resource;
1157 /* IWineD3DSurface fields */
1158 IWineD3DBase *container;
1159 WINED3DSURFACET_DESC currentDesc;
1160 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1161 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1165 /* TODO: move this off into a management class(maybe!) */
1171 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1172 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1174 /* Oversized texture */
1183 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1185 glDescriptor glDescription;
1189 wineD3DSurface_DIB dib;
1192 /* Color keys for DDraw */
1193 WINEDDCOLORKEY DestBltCKey;
1194 WINEDDCOLORKEY DestOverlayCKey;
1195 WINEDDCOLORKEY SrcOverlayCKey;
1196 WINEDDCOLORKEY SrcBltCKey;
1199 WINEDDCOLORKEY glCKey;
1201 struct list renderbuffers;
1202 renderbuffer_entry_t *current_renderbuffer;
1204 /* DirectDraw clippers */
1205 IWineD3DClipper *clipper;
1208 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1209 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1211 /* Predeclare the shared Surface functions */
1212 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1213 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1214 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1215 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1216 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1217 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1218 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1219 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1220 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1221 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1222 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1223 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1224 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1225 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1226 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1227 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1228 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1229 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1230 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1231 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1232 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1233 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1234 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1235 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1236 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1237 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1238 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1239 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1240 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1241 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1242 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1243 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1244 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1245 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1247 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1249 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1250 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1251 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1252 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1254 /* Surface flags: */
1255 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1256 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1257 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1258 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1259 #define SFLAG_DISCARD 0x00000010 /* ??? */
1260 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1261 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1262 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1263 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1264 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1265 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1266 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1267 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1268 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1269 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1270 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1271 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1272 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1273 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1275 /* In some conditions the surface memory must not be freed:
1276 * SFLAG_OVERSIZE: Not all data can be kept in GL
1277 * SFLAG_CONVERTED: Converting the data back would take too long
1278 * SFLAG_DIBSECTION: The dib code manages the memory
1279 * SFLAG_LOCKED: The app requires access to the surface data
1280 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1281 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1282 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1283 * SFLAG_CLIENT: OpenGL uses our memory as backup
1285 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1287 SFLAG_DIBSECTION | \
1295 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1298 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1303 CONVERT_PALETTED_CK,
1307 CONVERT_CK_4444_ARGB,
1312 CONVERT_CK_8888_ARGB,
1325 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);
1327 /*****************************************************************************
1328 * IWineD3DVertexDeclaration implementation structure
1330 typedef struct attrib_declaration {
1333 } attrib_declaration;
1335 #define MAX_ATTRIBS 16
1337 typedef struct IWineD3DVertexDeclarationImpl {
1338 /* IUnknown Information */
1339 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1343 IWineD3DDeviceImpl *wineD3DDevice;
1345 WINED3DVERTEXELEMENT *pDeclarationWine;
1346 UINT declarationWNumElements;
1348 DWORD streams[MAX_STREAMS];
1350 BOOL position_transformed;
1351 BOOL half_float_conv_needed;
1353 /* Ordered array of declaration types that need swizzling in a vshader */
1354 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1355 UINT num_swizzled_attribs;
1356 } IWineD3DVertexDeclarationImpl;
1358 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1360 /*****************************************************************************
1361 * IWineD3DStateBlock implementation structure
1364 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1365 /* Note: Very long winded but gl Lists are not flexible enough */
1366 /* to resolve everything we need, so doing it manually for now */
1367 typedef struct SAVEDSTATES {
1371 BOOL streamSource[MAX_STREAMS];
1372 BOOL streamFreq[MAX_STREAMS];
1373 BOOL textures[MAX_COMBINED_SAMPLERS];
1374 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1376 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1377 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1378 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1379 BOOL clipplane[MAX_CLIPPLANES];
1382 BOOL pixelShaderConstantsB[MAX_CONST_B];
1383 BOOL pixelShaderConstantsI[MAX_CONST_I];
1384 BOOL *pixelShaderConstantsF;
1386 BOOL vertexShaderConstantsB[MAX_CONST_B];
1387 BOOL vertexShaderConstantsI[MAX_CONST_I];
1388 BOOL *vertexShaderConstantsF;
1403 struct IWineD3DStateBlockImpl
1405 /* IUnknown fields */
1406 const IWineD3DStateBlockVtbl *lpVtbl;
1407 LONG ref; /* Note: Ref counting not required */
1409 /* IWineD3DStateBlock information */
1411 IWineD3DDeviceImpl *wineD3DDevice;
1412 WINED3DSTATEBLOCKTYPE blockType;
1414 /* Array indicating whether things have been set or changed */
1415 SAVEDSTATES changed;
1416 struct list set_vconstantsF;
1417 struct list set_pconstantsF;
1419 /* Drawing - Vertex Shader or FVF related */
1421 /* Vertex Shader Declaration */
1422 IWineD3DVertexDeclaration *vertexDecl;
1424 IWineD3DVertexShader *vertexShader;
1426 /* Vertex Shader Constants */
1427 BOOL vertexShaderConstantB[MAX_CONST_B];
1428 INT vertexShaderConstantI[MAX_CONST_I * 4];
1429 float *vertexShaderConstantF;
1433 UINT streamStride[MAX_STREAMS];
1434 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1435 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1436 UINT streamFreq[MAX_STREAMS + 1];
1437 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1440 IWineD3DIndexBuffer* pIndexData;
1441 INT baseVertexIndex;
1442 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1445 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1447 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1448 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1449 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1450 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1451 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1454 double clipplane[MAX_CLIPPLANES][4];
1455 WINED3DCLIPSTATUS clip_status;
1458 WINED3DVIEWPORT viewport;
1461 WINED3DMATERIAL material;
1464 IWineD3DPixelShader *pixelShader;
1466 /* Pixel Shader Constants */
1467 BOOL pixelShaderConstantB[MAX_CONST_B];
1468 INT pixelShaderConstantI[MAX_CONST_I * 4];
1469 float *pixelShaderConstantF;
1472 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1475 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1476 int textureDimensions[MAX_COMBINED_SAMPLERS];
1478 /* Texture State Stage */
1479 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1480 DWORD lowest_disabled_stage;
1481 /* Sampler States */
1482 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1484 /* Current GLSL Shader Program */
1485 struct glsl_shader_prog_link *glsl_program;
1487 /* Scissor test rectangle */
1490 /* Contained state management */
1491 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1492 unsigned int num_contained_render_states;
1493 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1494 unsigned int num_contained_transform_states;
1495 DWORD contained_vs_consts_i[MAX_CONST_I];
1496 unsigned int num_contained_vs_consts_i;
1497 DWORD contained_vs_consts_b[MAX_CONST_B];
1498 unsigned int num_contained_vs_consts_b;
1499 DWORD *contained_vs_consts_f;
1500 unsigned int num_contained_vs_consts_f;
1501 DWORD contained_ps_consts_i[MAX_CONST_I];
1502 unsigned int num_contained_ps_consts_i;
1503 DWORD contained_ps_consts_b[MAX_CONST_B];
1504 unsigned int num_contained_ps_consts_b;
1505 DWORD *contained_ps_consts_f;
1506 unsigned int num_contained_ps_consts_f;
1507 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1508 unsigned int num_contained_tss_states;
1509 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1510 unsigned int num_contained_sampler_states;
1513 extern void stateblock_savedstates_set(
1514 IWineD3DStateBlock* iface,
1515 SAVEDSTATES* states,
1518 extern void stateblock_savedstates_copy(
1519 IWineD3DStateBlock* iface,
1521 SAVEDSTATES* source);
1523 extern void stateblock_copy(
1524 IWineD3DStateBlock* destination,
1525 IWineD3DStateBlock* source);
1527 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1529 /* Direct3D terminology with little modifications. We do not have an issued state
1530 * because only the driver knows about it, but we have a created state because d3d
1531 * allows GetData on a created issue, but opengl doesn't
1538 /*****************************************************************************
1539 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1541 typedef struct IWineD3DQueryImpl
1543 const IWineD3DQueryVtbl *lpVtbl;
1544 LONG ref; /* Note: Ref counting not required */
1547 /*TODO: replace with iface usage */
1549 IWineD3DDevice *wineD3DDevice;
1551 IWineD3DDeviceImpl *wineD3DDevice;
1554 /* IWineD3DQuery fields */
1555 enum query_state state;
1556 WINED3DQUERYTYPE type;
1557 /* TODO: Think about using a IUnknown instead of a void* */
1561 } IWineD3DQueryImpl;
1563 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1565 /* Datastructures for IWineD3DQueryImpl.extendedData */
1566 typedef struct WineQueryOcclusionData {
1568 WineD3DContext *ctx;
1569 } WineQueryOcclusionData;
1571 typedef struct WineQueryEventData {
1573 WineD3DContext *ctx;
1574 } WineQueryEventData;
1576 /*****************************************************************************
1577 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1580 typedef struct IWineD3DSwapChainImpl
1583 const IWineD3DSwapChainVtbl *lpVtbl;
1584 LONG ref; /* Note: Ref counting not required */
1587 IWineD3DDeviceImpl *wineD3DDevice;
1589 /* IWineD3DSwapChain fields */
1590 IWineD3DSurface **backBuffer;
1591 IWineD3DSurface *frontBuffer;
1592 BOOL wantsDepthStencilBuffer;
1593 WINED3DPRESENT_PARAMETERS presentParms;
1594 DWORD orig_width, orig_height;
1595 WINED3DFORMAT orig_fmt;
1597 long prev_time, frames; /* Performance tracking */
1598 unsigned int vSyncCounter;
1600 WineD3DContext **context; /* Later a array for multithreading */
1601 unsigned int num_contexts;
1604 } IWineD3DSwapChainImpl;
1606 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1608 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1610 /*****************************************************************************
1611 * Utility function prototypes
1614 /* Trace routines */
1615 const char* debug_d3dformat(WINED3DFORMAT fmt);
1616 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1617 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1618 const char* debug_d3dusage(DWORD usage);
1619 const char* debug_d3dusagequery(DWORD usagequery);
1620 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1621 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1622 const char* debug_d3ddeclusage(BYTE usage);
1623 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1624 const char* debug_d3drenderstate(DWORD state);
1625 const char* debug_d3dsamplerstate(DWORD state);
1626 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1627 const char* debug_d3dtexturestate(DWORD state);
1628 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1629 const char* debug_d3dpool(WINED3DPOOL pool);
1630 const char *debug_fbostatus(GLenum status);
1631 const char *debug_glerror(GLenum error);
1632 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1633 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1635 /* Routines for GL <-> D3D values */
1636 GLenum StencilOp(DWORD op);
1637 GLenum CompareFunc(DWORD func);
1638 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1639 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1640 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1642 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1643 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1645 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1646 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1649 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1650 unsigned int count_bits(unsigned int mask);
1652 /*****************************************************************************
1653 * To enable calling of inherited functions, requires prototypes
1655 * Note: Only require classes which are subclassed, ie resource, basetexture,
1657 /*** IUnknown methods ***/
1658 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1659 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1660 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1661 /*** IWineD3DResource methods ***/
1662 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1663 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1664 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1665 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1666 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1667 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1668 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1669 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1670 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1671 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1672 /*** class static members ***/
1673 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1675 /*** IUnknown methods ***/
1676 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1677 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1678 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1679 /*** IWineD3DResource methods ***/
1680 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1681 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1682 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1683 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1684 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1685 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1686 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1687 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1688 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1689 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1690 /*** IWineD3DBaseTexture methods ***/
1691 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1692 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1693 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1694 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1695 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1696 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1697 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1698 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1700 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1701 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1702 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1703 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1704 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1705 /*** class static members ***/
1706 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1708 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1710 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1711 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1712 * used if the user is using GLSL shaders. */
1713 struct glsl_shader_prog_link {
1714 struct list vshader_entry;
1715 struct list pshader_entry;
1716 GLhandleARB programId;
1717 GLhandleARB *vuniformF_locations;
1718 GLhandleARB *puniformF_locations;
1719 GLhandleARB vuniformI_locations[MAX_CONST_I];
1720 GLhandleARB puniformI_locations[MAX_CONST_I];
1721 GLhandleARB posFixup_location;
1722 GLhandleARB bumpenvmat_location;
1723 GLhandleARB luminancescale_location;
1724 GLhandleARB luminanceoffset_location;
1725 GLhandleARB srgb_comparison_location;
1726 GLhandleARB srgb_mul_low_location;
1727 GLhandleARB ycorrection_location;
1728 GLhandleARB vshader;
1729 GLhandleARB pshader;
1733 GLhandleARB vshader;
1734 GLhandleARB pshader;
1735 } glsl_program_key_t;
1737 /* TODO: Make this dynamic, based on shader limits ? */
1738 #define MAX_REG_ADDR 1
1739 #define MAX_REG_TEMP 32
1740 #define MAX_REG_TEXCRD 8
1741 #define MAX_REG_INPUT 12
1742 #define MAX_REG_OUTPUT 12
1743 #define MAX_CONST_I 16
1744 #define MAX_CONST_B 16
1746 /* FIXME: This needs to go up to 2048 for
1747 * Shader model 3 according to msdn (and for software shaders) */
1748 #define MAX_LABELS 16
1750 typedef struct semantic {
1755 typedef struct local_constant {
1761 typedef struct shader_reg_maps {
1763 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1764 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1765 char address[MAX_REG_ADDR]; /* vertex */
1766 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1767 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1768 char attributes[MAX_ATTRIBS]; /* vertex */
1769 char labels[MAX_LABELS]; /* pixel, vertex */
1770 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1772 /* Sampler usage tokens
1773 * Use 0 as default (bit 31 is always 1 on a valid token) */
1774 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1775 char bumpmat, luminanceparams;
1776 char usesnrm, vpos, usesdsy;
1779 /* Whether or not loops are used in this shader, and nesting depth */
1780 unsigned loop_depth;
1782 /* Whether or not this shader uses fog */
1787 #define SHADER_PGMSIZE 65535
1788 typedef struct SHADER_BUFFER {
1791 unsigned int lineNo;
1795 /* Undocumented opcode controls */
1796 #define INST_CONTROLS_SHIFT 16
1797 #define INST_CONTROLS_MASK 0x00ff0000
1799 typedef enum COMPARISON_TYPE {
1808 typedef struct SHADER_OPCODE {
1809 unsigned int opcode;
1813 CONST UINT num_params;
1814 SHADER_HANDLER hw_fct;
1815 SHADER_HANDLER hw_glsl_fct;
1820 typedef struct SHADER_OPCODE_ARG {
1821 IWineD3DBaseShader* shader;
1822 shader_reg_maps* reg_maps;
1823 CONST SHADER_OPCODE* opcode;
1830 SHADER_BUFFER* buffer;
1831 } SHADER_OPCODE_ARG;
1833 typedef struct SHADER_LIMITS {
1834 unsigned int temporary;
1835 unsigned int texcoord;
1836 unsigned int sampler;
1837 unsigned int constant_int;
1838 unsigned int constant_float;
1839 unsigned int constant_bool;
1840 unsigned int address;
1841 unsigned int packed_output;
1842 unsigned int packed_input;
1843 unsigned int attributes;
1847 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1848 maintain state information between multiple codes */
1849 typedef struct SHADER_PARSE_STATE {
1850 unsigned int current_row;
1851 DWORD texcoord_w[2];
1852 } SHADER_PARSE_STATE;
1855 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1857 #define PRINTF_ATTR(fmt,args)
1860 /* Base Shader utility functions.
1861 * (may move callers into the same file in the future) */
1862 extern int shader_addline(
1863 SHADER_BUFFER* buffer,
1864 const char* fmt, ...) PRINTF_ATTR(2,3);
1866 extern const SHADER_OPCODE* shader_get_opcode(
1867 IWineD3DBaseShader *iface,
1870 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1872 /* Vertex shader utility functions */
1873 extern BOOL vshader_get_input(
1874 IWineD3DVertexShader* iface,
1875 BYTE usage_req, BYTE usage_idx_req,
1876 unsigned int* regnum);
1878 extern BOOL vshader_input_is_color(
1879 IWineD3DVertexShader* iface,
1880 unsigned int regnum);
1882 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1884 /* ARB_[vertex/fragment]_program helper functions */
1885 extern void shader_arb_load_constants(
1886 IWineD3DDevice* device,
1887 char usePixelShader,
1888 char useVertexShader);
1890 /* ARB shader program Prototypes */
1891 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1893 /* ARB pixel shader prototypes */
1894 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1895 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1896 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1897 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1898 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1899 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1900 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1901 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1902 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1903 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1904 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1905 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1906 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1907 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1908 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1909 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1910 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1911 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1912 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1913 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1914 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1918 /* ARB vertex / pixel shader common prototypes */
1919 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1920 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1921 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1923 /* ARB vertex shader prototypes */
1924 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1925 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1927 /* GLSL helper functions */
1928 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1929 extern void shader_glsl_load_constants(
1930 IWineD3DDevice* device,
1931 char usePixelShader,
1932 char useVertexShader);
1934 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1935 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1936 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1937 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1938 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1939 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1940 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1941 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1942 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1943 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1944 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1945 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1946 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1947 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1948 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1949 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1950 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1951 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1952 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1953 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1954 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1955 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1956 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1957 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1958 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1959 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1960 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1961 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1962 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1963 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1964 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1965 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1966 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1967 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1968 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1970 /** GLSL Pixel Shader Prototypes */
1971 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1972 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1973 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1974 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1975 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1976 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1977 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1978 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_glsl_input_pack(
1992 SHADER_BUFFER* buffer,
1993 semantic* semantics_out,
1994 IWineD3DPixelShader *iface);
1996 /*****************************************************************************
1997 * IDirect3DBaseShader implementation structure
1999 typedef struct IWineD3DBaseShaderClass
2003 SHADER_LIMITS limits;
2004 SHADER_PARSE_STATE parse_state;
2005 CONST SHADER_OPCODE *shader_ins;
2007 UINT functionLength;
2010 UINT cur_loop_depth, cur_loop_regno;
2011 BOOL load_local_constsF;
2013 /* Type of shader backend */
2016 /* Programs this shader is linked with */
2017 struct list linked_programs;
2019 /* Immediate constants (override global ones) */
2020 struct list constantsB;
2021 struct list constantsF;
2022 struct list constantsI;
2023 shader_reg_maps reg_maps;
2025 /* Pixel formats of sampled textures, for format conversion. This
2026 * represents the formats found during compilation, it is not initialized
2027 * on the first parser pass. It is needed to check if the shader
2028 * needs recompilation to adjust the format conversion
2030 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2031 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2032 UINT num_sampled_samplers;
2034 UINT recompile_count;
2036 /* Pointer to the parent device */
2037 IWineD3DDevice *device;
2038 struct list shader_list_entry;
2040 } IWineD3DBaseShaderClass;
2042 typedef struct IWineD3DBaseShaderImpl {
2044 const IWineD3DBaseShaderVtbl *lpVtbl;
2046 /* IWineD3DBaseShader */
2047 IWineD3DBaseShaderClass baseShader;
2048 } IWineD3DBaseShaderImpl;
2050 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2051 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2052 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2054 extern HRESULT shader_get_registers_used(
2055 IWineD3DBaseShader *iface,
2056 shader_reg_maps* reg_maps,
2057 semantic* semantics_in,
2058 semantic* semantics_out,
2059 CONST DWORD* pToken,
2060 IWineD3DStateBlockImpl *stateBlock);
2062 extern void shader_generate_glsl_declarations(
2063 IWineD3DBaseShader *iface,
2064 shader_reg_maps* reg_maps,
2065 SHADER_BUFFER* buffer,
2066 WineD3D_GL_Info* gl_info);
2068 extern void shader_generate_arb_declarations(
2069 IWineD3DBaseShader *iface,
2070 shader_reg_maps* reg_maps,
2071 SHADER_BUFFER* buffer,
2072 WineD3D_GL_Info* gl_info);
2074 extern void shader_generate_main(
2075 IWineD3DBaseShader *iface,
2076 SHADER_BUFFER* buffer,
2077 shader_reg_maps* reg_maps,
2078 CONST DWORD* pFunction);
2080 extern void shader_dump_ins_modifiers(
2081 const DWORD output);
2083 extern void shader_dump_param(
2084 IWineD3DBaseShader *iface,
2086 const DWORD addr_token,
2089 extern void shader_trace_init(
2090 IWineD3DBaseShader *iface,
2091 const DWORD* pFunction);
2093 extern int shader_get_param(
2094 IWineD3DBaseShader* iface,
2095 const DWORD* pToken,
2099 extern int shader_skip_unrecognized(
2100 IWineD3DBaseShader* iface,
2101 const DWORD* pToken);
2103 extern void print_glsl_info_log(
2104 WineD3D_GL_Info *gl_info,
2107 static inline int shader_get_regtype(const DWORD param) {
2108 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2109 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2112 static inline int shader_get_writemask(const DWORD param) {
2113 return param & WINED3DSP_WRITEMASK_ALL;
2116 extern unsigned int shader_get_float_offset(const DWORD reg);
2118 static inline BOOL shader_is_pshader_version(DWORD token) {
2119 return 0xFFFF0000 == (token & 0xFFFF0000);
2122 static inline BOOL shader_is_vshader_version(DWORD token) {
2123 return 0xFFFE0000 == (token & 0xFFFF0000);
2126 static inline BOOL shader_is_comment(DWORD token) {
2127 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2130 static inline BOOL shader_is_scalar(DWORD param) {
2131 DWORD reg_type = shader_get_regtype(param);
2135 case WINED3DSPR_RASTOUT:
2136 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2143 case WINED3DSPR_DEPTHOUT: /* oDepth */
2144 case WINED3DSPR_CONSTBOOL: /* b# */
2145 case WINED3DSPR_LOOP: /* aL */
2146 case WINED3DSPR_PREDICATE: /* p0 */
2149 case WINED3DSPR_MISCTYPE:
2150 reg_num = param & WINED3DSP_REGNUM_MASK;
2165 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2166 * so upload them above that
2168 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2169 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2171 /*****************************************************************************
2172 * IDirect3DVertexShader implementation structure
2174 typedef struct IWineD3DVertexShaderImpl {
2176 const IWineD3DVertexShaderVtbl *lpVtbl;
2178 /* IWineD3DBaseShader */
2179 IWineD3DBaseShaderClass baseShader;
2181 /* IWineD3DVertexShaderImpl */
2186 /* Vertex shader input and output semantics */
2187 semantic semantics_in [MAX_ATTRIBS];
2188 semantic semantics_out [MAX_REG_OUTPUT];
2190 /* Ordered array of attributes that are swizzled */
2191 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2192 UINT num_swizzled_attribs;
2194 /* run time datas... */
2196 UINT min_rel_offset, max_rel_offset;
2199 UINT recompile_count;
2200 #if 0 /* needs reworking */
2201 /* run time datas */
2202 VSHADERINPUTDATA input;
2203 VSHADEROUTPUTDATA output;
2205 } IWineD3DVertexShaderImpl;
2206 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2207 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2209 /*****************************************************************************
2210 * IDirect3DPixelShader implementation structure
2213 enum vertexprocessing_mode {
2219 typedef struct IWineD3DPixelShaderImpl {
2220 /* IUnknown parts */
2221 const IWineD3DPixelShaderVtbl *lpVtbl;
2223 /* IWineD3DBaseShader */
2224 IWineD3DBaseShaderClass baseShader;
2226 /* IWineD3DPixelShaderImpl */
2229 /* Pixel shader input semantics */
2230 semantic semantics_in [MAX_REG_INPUT];
2231 DWORD input_reg_map[MAX_REG_INPUT];
2232 BOOL input_reg_used[MAX_REG_INPUT];
2237 /* Some information about the shader behavior */
2239 UINT bumpenvmatconst;
2240 UINT luminanceconst;
2242 char srgb_mode_hardcoded;
2243 UINT srgb_low_const;
2244 UINT srgb_cmp_const;
2246 BOOL render_offscreen;
2248 enum vertexprocessing_mode vertexprocessing;
2250 #if 0 /* needs reworking */
2251 PSHADERINPUTDATA input;
2252 PSHADEROUTPUTDATA output;
2254 } IWineD3DPixelShaderImpl;
2256 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2257 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2259 /* sRGB correction constants */
2260 static const float srgb_cmp = 0.0031308;
2261 static const float srgb_mul_low = 12.92;
2262 static const float srgb_pow = 0.41666;
2263 static const float srgb_mul_high = 1.055;
2264 static const float srgb_sub_high = 0.055;
2266 /*****************************************************************************
2267 * IWineD3DPalette implementation structure
2269 struct IWineD3DPaletteImpl {
2270 /* IUnknown parts */
2271 const IWineD3DPaletteVtbl *lpVtbl;
2275 IWineD3DDeviceImpl *wineD3DDevice;
2277 /* IWineD3DPalette */
2279 WORD palVersion; /*| */
2280 WORD palNumEntries; /*| LOGPALETTE */
2281 PALETTEENTRY palents[256]; /*| */
2282 /* This is to store the palette in 'screen format' */
2283 int screen_palents[256];
2287 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2288 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2290 /* DirectDraw utility functions */
2291 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2293 /*****************************************************************************
2294 * Pixel format management
2297 WINED3DFORMAT format;
2298 DWORD alphaMask, redMask, greenMask, blueMask;
2300 short depthSize, stencilSize;
2302 } StaticPixelFormatDesc;
2304 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2305 WineD3D_GL_Info *gl_info,
2306 const GlPixelFormatDesc **glDesc);
2308 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2309 return (device->vs_selected_mode != SHADER_NONE
2310 && device->stateBlock->vertexShader
2311 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2312 && !device->strided_streams.u.s.position_transformed);
2315 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2316 return (device->ps_selected_mode != SHADER_NONE
2317 && device->stateBlock->pixelShader
2318 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2321 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2322 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);