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"
42 #include "wined3d_private_types.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
138 #define ORM_BACKBUFFER 0
139 #define ORM_PBUFFER 1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
147 #define RTL_DISABLE -1
149 #define RTL_READDRAW 1
150 #define RTL_READTEX 2
151 #define RTL_TEXDRAW 3
154 /* NOTE: When adding fields to this structure, make sure to update the default
155 * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
161 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
162 we should use it. However, until it's fully implemented, we'll leave it as a registry
163 setting for developers. */
165 /* nonpower 2 function */
167 int offscreen_rendering_mode;
168 int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170 unsigned int emulated_textureram;
171 } wined3d_settings_t;
173 extern wined3d_settings_t wined3d_settings;
175 /* Shader backends */
178 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181 void (*shader_cleanup)(BOOL usePS, BOOL useVS);
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
193 /* As GLX relies on X, this is needed */
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
204 /*****************************************************************************
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226 (vec)[0] = D3DCOLOR_R(dw); \
227 (vec)[1] = D3DCOLOR_G(dw); \
228 (vec)[2] = D3DCOLOR_B(dw); \
229 (vec)[3] = D3DCOLOR_A(dw);
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
235 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
236 See MaxStreams in MSDN under GetDeviceCaps */
237 /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512
239 /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES 256
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A) \
246 GLint err = glGetError(); \
247 if (err == GL_NO_ERROR) { \
248 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
251 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
252 err, A, __FILE__, __LINE__); \
253 err = glGetError(); \
254 } while (err != GL_NO_ERROR); \
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat) \
263 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN() \
273 PLIGHTINFOEL *el = This->stateBlock->lights;\
275 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
284 /* Defines used for optimizations */
286 /* Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP 0x0001
288 #define REAPPLY_ALL 0xFFFF
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
300 /* Memory and object tracking */
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
306 typedef struct WineD3DGlobalStatistics {
307 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
312 /* Global variables */
313 extern const float identity[16];
315 /*****************************************************************************
316 * Compilable extra diagnostics
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A) \
330 GLint err = glGetError(); \
331 if (err == GL_NO_ERROR) { \
332 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
335 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
336 err, A, __FILE__, __LINE__); \
337 err = glGetError(); \
338 } while (err != GL_NO_ERROR); \
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345 is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348 the file is deleted */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 # define SINGLE_FRAME_DEBUGGING
352 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353 It can only be enabled when FRAME_DEBUGGING is also enabled
354 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
357 # define SHOW_FRAME_MAKEUP 1
359 /* The following, when enabled, lets you see the makeup of the all the textures used during each
360 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361 The contents of the textures assigned to each stage are written into
362 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_TEXTURE_MAKEUP 0
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
371 /*****************************************************************************
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
380 long StartVertexIndex,
381 UINT numberOfVertices,
386 WineDirect3DVertexStridedData *DrawPrimStrideData);
388 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
390 void primitiveDeclarationConvertToStridedData(
391 IWineD3DDevice *iface,
392 BOOL useVertexShaderFunction,
393 WineDirect3DVertexStridedData *strided,
394 LONG BaseVertexIndex,
397 void primitiveConvertFVFtoOffset(DWORD thisFVF,
400 WineDirect3DVertexStridedData *strided,
403 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
407 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
408 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
410 /* Routine to fill gl caps for swapchains and IWineD3D */
411 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
413 /* Macros for doing basic GPU detection based on opengl capabilities */
414 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
415 #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])
416 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
417 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
419 /*****************************************************************************
420 * Internal representation of a light
422 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
423 struct PLIGHTINFOEL {
424 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
431 /* Converted parms to speed up swapping lights */
441 /* The default light parameters */
442 extern const WINED3DLIGHT WINED3D_default_light;
444 /*****************************************************************************
445 * IWineD3D implementation structure
447 typedef struct IWineD3DImpl
449 /* IUnknown fields */
450 const IWineD3DVtbl *lpVtbl;
451 LONG ref; /* Note: Ref counting not required */
453 /* WineD3D Information */
459 WineD3D_GL_Info gl_info;
462 extern const IWineD3DVtbl IWineD3D_Vtbl;
464 /** Hacked out start of a context manager!! **/
465 typedef struct glContext {
472 IWineD3DSurface *pSurface;
473 #if 0 /* TODO: someway to represent the state of the context */
474 IWineD3DStateBlock *pStateBlock;
476 /* a few other things like format */
479 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
480 (since it will break quite a few things until contexts are managed properly!) */
481 extern BOOL pbuffer_support;
482 /* allocate one pbuffer per surface */
483 extern BOOL pbuffer_per_surface;
485 /* Maximum number of contexts/pbuffers to keep in cache,
486 set to 100 because ATI's drivers don't support deleting pBuffers properly
487 this needs to be migrated to a list and some option availalbe for controle the cache size.
489 #define CONTEXT_CACHE 100
491 typedef struct ResourceList {
492 IWineD3DResource *resource;
493 struct ResourceList *next;
496 /* A helper function that dumps a resource list */
497 void dumpResources(ResourceList *resources);
499 /*****************************************************************************
500 * IWineD3DDevice implementation structure
502 typedef struct IWineD3DDeviceImpl
504 /* IUnknown fields */
505 const IWineD3DDeviceVtbl *lpVtbl;
506 LONG ref; /* Note: Ref counting not required */
508 /* WineD3D Information */
512 /* X and GL Information */
513 GLint maxConcurrentLights;
515 /* Selected capabilities */
516 int vs_selected_mode;
517 int ps_selected_mode;
518 const shader_backend_t *shader_backend;
521 BOOL modelview_valid;
523 BOOL view_ident; /* true iff view matrix is identity */
524 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
525 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
526 GLenum tracking_parm; /* Which source is tracking current colour */
527 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
528 #define DISABLED_TRACKING 0 /* Disabled */
529 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
530 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
531 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
535 BOOL texture_shader_active; /* TODO: Confirm use is correct */
536 BOOL last_was_notclipped;
539 /* State block related */
540 BOOL isRecordingState;
541 IWineD3DStateBlockImpl *stateBlock;
542 IWineD3DStateBlockImpl *updateStateBlock;
544 /* Internal use fields */
545 WINED3DDEVICE_CREATION_PARAMETERS createParms;
547 WINED3DDEVTYPE devType;
549 IWineD3DSwapChain **swapchains;
550 uint NumberOfSwapChains;
552 ResourceList *resources; /* a linked list to track resources created by the device */
554 /* Render Target Support */
555 IWineD3DSurface *depthStencilBuffer;
557 IWineD3DSurface *renderTarget;
558 IWineD3DSurface *stencilBufferTarget;
560 /* palettes texture management */
561 PALETTEENTRY palettes[MAX_PALETTES][256];
564 /* For rendering to a texture using glCopyTexImage */
565 BOOL render_offscreen;
566 WINED3D_DEPTHCOPYSTATE depth_copy_state;
569 /* Cursor management */
575 UINT cursorWidth, cursorHeight;
576 GLuint cursorTexture;
578 /* Textures for when no other textures are mapped */
579 UINT dummyTextureName[MAX_TEXTURES];
581 /* Debug stream management */
584 /* Device state management */
586 BOOL d3d_initialized;
588 /* Screen buffer resources */
589 glContext contextCache[CONTEXT_CACHE];
591 /* A flag to check if endscene has been called before changing the render tartet */
594 /* process vertex shaders using software or hardware */
595 BOOL softwareVertexProcessing;
597 /* DirectDraw stuff */
599 IWineD3DSurface *ddraw_primary;
600 DWORD ddraw_width, ddraw_height;
601 WINED3DFORMAT ddraw_format;
602 BOOL ddraw_fullscreen;
604 /* List of GLSL shader programs and their associated vertex & pixel shaders */
605 struct list glsl_shader_progs;
608 /* Final position fixup constant */
610 } IWineD3DDeviceImpl;
612 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
614 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
615 * anybody uses it for much so a good implementation is optional. */
616 typedef struct PrivateData
618 struct PrivateData* next;
621 DWORD flags; /* DDSPD_* */
622 DWORD uniqueness_value;
633 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
635 /*****************************************************************************
636 * IWineD3DResource implementation structure
638 typedef struct IWineD3DResourceClass
640 /* IUnknown fields */
641 LONG ref; /* Note: Ref counting not required */
643 /* WineD3DResource Information */
645 WINED3DRESOURCETYPE resourceType;
646 IWineD3DDeviceImpl *wineD3DDevice;
650 WINED3DFORMAT format;
651 BYTE *allocatedMemory;
652 PrivateData *privateData;
654 } IWineD3DResourceClass;
656 typedef struct IWineD3DResourceImpl
658 /* IUnknown & WineD3DResource Information */
659 const IWineD3DResourceVtbl *lpVtbl;
660 IWineD3DResourceClass resource;
661 } IWineD3DResourceImpl;
664 /*****************************************************************************
665 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
667 typedef struct IWineD3DVertexBufferImpl
669 /* IUnknown & WineD3DResource Information */
670 const IWineD3DVertexBufferVtbl *lpVtbl;
671 IWineD3DResourceClass resource;
673 /* WineD3DVertexBuffer specifics */
676 /* Vertex buffer object support */
681 UINT dirtystart, dirtyend;
684 LONG declChanges, draws;
685 /* Last description of the buffer */
686 WineDirect3DVertexStridedData strided;
687 } IWineD3DVertexBufferImpl;
689 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
691 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
692 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
693 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
694 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
695 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
696 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
698 /*****************************************************************************
699 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
701 typedef struct IWineD3DIndexBufferImpl
703 /* IUnknown & WineD3DResource Information */
704 const IWineD3DIndexBufferVtbl *lpVtbl;
705 IWineD3DResourceClass resource;
707 /* WineD3DVertexBuffer specifics */
708 } IWineD3DIndexBufferImpl;
710 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
712 /*****************************************************************************
713 * IWineD3DBaseTexture D3D- > openGL state map lookups
715 #define WINED3DFUNC_NOTSUPPORTED -2
716 #define WINED3DFUNC_UNIMPLEMENTED -1
718 typedef enum winetexturestates {
719 WINED3DTEXSTA_ADDRESSU = 0,
720 WINED3DTEXSTA_ADDRESSV = 1,
721 WINED3DTEXSTA_ADDRESSW = 2,
722 WINED3DTEXSTA_BORDERCOLOR = 3,
723 WINED3DTEXSTA_MAGFILTER = 4,
724 WINED3DTEXSTA_MINFILTER = 5,
725 WINED3DTEXSTA_MIPFILTER = 6,
726 WINED3DTEXSTA_MAXMIPLEVEL = 7,
727 WINED3DTEXSTA_MAXANISOTROPY = 8,
728 WINED3DTEXSTA_SRGBTEXTURE = 9,
729 WINED3DTEXSTA_ELEMENTINDEX = 10,
730 WINED3DTEXSTA_DMAPOFFSET = 11,
731 WINED3DTEXSTA_TSSADDRESSW = 12,
732 MAX_WINETEXTURESTATES = 13,
735 typedef struct Wined3dTextureStateMap {
738 } Wined3dTextureStateMap;
740 /*****************************************************************************
741 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
743 typedef struct IWineD3DBaseTextureClass
747 WINED3DFORMAT format;
751 WINED3DTEXTUREFILTERTYPE filterType;
752 DWORD states[MAX_WINETEXTURESTATES];
754 } IWineD3DBaseTextureClass;
756 typedef struct IWineD3DBaseTextureImpl
758 /* IUnknown & WineD3DResource Information */
759 const IWineD3DBaseTextureVtbl *lpVtbl;
760 IWineD3DResourceClass resource;
761 IWineD3DBaseTextureClass baseTexture;
763 } IWineD3DBaseTextureImpl;
765 /*****************************************************************************
766 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
768 typedef struct IWineD3DTextureImpl
770 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
771 const IWineD3DTextureVtbl *lpVtbl;
772 IWineD3DResourceClass resource;
773 IWineD3DBaseTextureClass baseTexture;
775 /* IWineD3DTexture */
776 IWineD3DSurface *surfaces[MAX_LEVELS];
780 float pow2scalingFactorX;
781 float pow2scalingFactorY;
783 } IWineD3DTextureImpl;
785 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
787 /*****************************************************************************
788 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
790 typedef struct IWineD3DCubeTextureImpl
792 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
793 const IWineD3DCubeTextureVtbl *lpVtbl;
794 IWineD3DResourceClass resource;
795 IWineD3DBaseTextureClass baseTexture;
797 /* IWineD3DCubeTexture */
798 IWineD3DSurface *surfaces[6][MAX_LEVELS];
801 float pow2scalingFactor;
803 } IWineD3DCubeTextureImpl;
805 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
807 typedef struct _WINED3DVOLUMET_DESC
812 } WINED3DVOLUMET_DESC;
814 /*****************************************************************************
815 * IWineD3DVolume implementation structure (extends IUnknown)
817 typedef struct IWineD3DVolumeImpl
819 /* IUnknown & WineD3DResource fields */
820 const IWineD3DVolumeVtbl *lpVtbl;
821 IWineD3DResourceClass resource;
823 /* WineD3DVolume Information */
824 WINED3DVOLUMET_DESC currentDesc;
825 IWineD3DBase *container;
830 WINED3DBOX lockedBox;
835 } IWineD3DVolumeImpl;
837 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
839 /*****************************************************************************
840 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
842 typedef struct IWineD3DVolumeTextureImpl
844 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
845 const IWineD3DVolumeTextureVtbl *lpVtbl;
846 IWineD3DResourceClass resource;
847 IWineD3DBaseTextureClass baseTexture;
849 /* IWineD3DVolumeTexture */
850 IWineD3DVolume *volumes[MAX_LEVELS];
855 } IWineD3DVolumeTextureImpl;
857 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
859 typedef struct _WINED3DSURFACET_DESC
861 WINED3DMULTISAMPLE_TYPE MultiSampleType;
862 DWORD MultiSampleQuality;
865 } WINED3DSURFACET_DESC;
867 /*****************************************************************************
868 * Structure for DIB Surfaces (GetDC and GDI surfaces)
870 typedef struct wineD3DSurface_DIB {
875 } wineD3DSurface_DIB;
877 /*****************************************************************************
878 * IWineD3DSurface implementation structure
880 struct IWineD3DSurfaceImpl
882 /* IUnknown & IWineD3DResource Information */
883 const IWineD3DSurfaceVtbl *lpVtbl;
884 IWineD3DResourceClass resource;
886 /* IWineD3DSurface fields */
887 IWineD3DBase *container;
888 WINED3DSURFACET_DESC currentDesc;
889 IWineD3DPaletteImpl *palette;
893 /* TODO: move this off into a management class(maybe!) */
900 /* Oversized texture */
904 /* precalculated x and y scalings for texture coords */
905 float pow2scalingFactorX; /* = (Width / pow2Width ) */
906 float pow2scalingFactorY; /* = (Height / pow2Height) */
912 glDescriptor glDescription;
915 wineD3DSurface_DIB dib;
918 /* Color keys for DDraw */
919 DDCOLORKEY DestBltCKey;
920 DDCOLORKEY DestOverlayCKey;
921 DDCOLORKEY SrcOverlayCKey;
922 DDCOLORKEY SrcBltCKey;
928 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
929 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
931 /* Predeclare the shared Surface functions */
932 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
933 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
934 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
935 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
936 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
937 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
938 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
939 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
940 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
941 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
942 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
943 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
944 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
945 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
946 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
947 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
948 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
949 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
950 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
951 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
952 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
953 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
954 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
955 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
956 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
957 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
958 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
959 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
960 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
961 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
962 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
963 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
964 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
965 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
966 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
967 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
968 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
969 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
970 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
971 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
972 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
973 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
974 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
977 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
978 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
979 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
980 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
981 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
982 #define SFLAG_DISCARD 0x00000020 /* ??? */
983 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
984 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
985 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
986 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
987 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
988 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
989 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
990 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
991 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
992 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
993 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
994 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
995 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
997 /* In some conditions the surface memory must not be freed:
998 * SFLAG_OVERSIZE: Not all data can be kept in GL
999 * SFLAG_CONVERTED: Converting the data back would take too long
1000 * SFLAG_DIBSECTION: The dib code manages the memory
1001 * SFLAG_DIRTY: GL surface isn't up to date
1002 * SFLAG_LOCKED: The app requires access to the surface data
1003 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1004 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1005 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1007 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1009 SFLAG_DIBSECTION | \
1012 SFLAG_ACTIVELOCK | \
1017 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1019 /* Alignment of the pitch */
1020 #define SURFACE_ALIGNMENT 4
1022 /*****************************************************************************
1023 * IWineD3DVertexDeclaration implementation structure
1025 typedef struct IWineD3DVertexDeclarationImpl {
1026 /* IUnknown Information */
1027 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1028 LONG ref; /* Note: Ref counting not required */
1031 /** precomputed fvf if simple declaration */
1032 IWineD3DDeviceImpl *wineD3DDevice;
1033 DWORD fvf[MAX_STREAMS];
1036 /** dx8 compatible Declaration fields */
1037 DWORD* pDeclaration8;
1038 DWORD declaration8Length;
1041 D3DVERTEXELEMENT9 *pDeclaration9;
1042 UINT declaration9NumElements;
1044 WINED3DVERTEXELEMENT *pDeclarationWine;
1045 UINT declarationWNumElements;
1049 } IWineD3DVertexDeclarationImpl;
1051 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1053 /*****************************************************************************
1054 * IWineD3DStateBlock implementation structure
1057 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1058 /* Note: Very long winded but gl Lists are not flexible enough */
1059 /* to resolve everything we need, so doing it manually for now */
1060 typedef struct SAVEDSTATES {
1064 BOOL streamSource[MAX_STREAMS];
1065 BOOL streamFreq[MAX_STREAMS];
1066 BOOL textures[MAX_SAMPLERS];
1067 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1069 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1070 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1071 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1072 BOOL clipplane[MAX_CLIPPLANES];
1075 BOOL pixelShaderConstantsB[MAX_CONST_B];
1076 BOOL pixelShaderConstantsI[MAX_CONST_I];
1077 BOOL *pixelShaderConstantsF;
1079 BOOL vertexShaderConstantsB[MAX_CONST_B];
1080 BOOL vertexShaderConstantsI[MAX_CONST_I];
1081 BOOL *vertexShaderConstantsF;
1089 struct IWineD3DStateBlockImpl
1091 /* IUnknown fields */
1092 const IWineD3DStateBlockVtbl *lpVtbl;
1093 LONG ref; /* Note: Ref counting not required */
1095 /* IWineD3DStateBlock information */
1097 IWineD3DDeviceImpl *wineD3DDevice;
1098 WINED3DSTATEBLOCKTYPE blockType;
1100 /* Array indicating whether things have been set or changed */
1101 SAVEDSTATES changed;
1103 struct list set_vconstantsF;
1104 struct list set_pconstantsF;
1106 /* Drawing - Vertex Shader or FVF related */
1108 /* Vertex Shader Declaration */
1109 IWineD3DVertexDeclaration *vertexDecl;
1111 IWineD3DVertexShader *vertexShader;
1113 /* Vertex Shader Constants */
1114 BOOL vertexShaderConstantB[MAX_CONST_B];
1115 INT vertexShaderConstantI[MAX_CONST_I * 4];
1116 float *vertexShaderConstantF;
1120 UINT streamStride[MAX_STREAMS];
1121 UINT streamOffset[MAX_STREAMS];
1122 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1123 UINT streamFreq[MAX_STREAMS];
1124 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1127 IWineD3DIndexBuffer* pIndexData;
1128 UINT baseVertexIndex; /* Note: only used for d3d8 */
1131 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1134 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1137 double clipplane[MAX_CLIPPLANES][4];
1138 WINED3DCLIPSTATUS clip_status;
1141 WINED3DVIEWPORT viewport;
1144 WINED3DMATERIAL material;
1147 IWineD3DPixelShader *pixelShader;
1149 /* Pixel Shader Constants */
1150 BOOL pixelShaderConstantB[MAX_CONST_B];
1151 INT pixelShaderConstantI[MAX_CONST_I * 4];
1152 float *pixelShaderConstantF;
1154 /* Indexed Vertex Blending */
1155 WINED3DVERTEXBLENDFLAGS vertex_blend;
1159 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1162 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1163 int textureDimensions[MAX_SAMPLERS];
1165 /* Texture State Stage */
1166 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1167 /* Sampler States */
1168 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1170 /* Current GLSL Shader Program */
1171 struct glsl_shader_prog_link *glsl_program;
1174 extern void stateblock_savedstates_set(
1175 IWineD3DStateBlock* iface,
1176 SAVEDSTATES* states,
1179 extern void stateblock_savedstates_copy(
1180 IWineD3DStateBlock* iface,
1182 SAVEDSTATES* source);
1184 extern void stateblock_copy(
1185 IWineD3DStateBlock* destination,
1186 IWineD3DStateBlock* source);
1188 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1190 /*****************************************************************************
1191 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1193 typedef struct IWineD3DQueryImpl
1195 const IWineD3DQueryVtbl *lpVtbl;
1196 LONG ref; /* Note: Ref counting not required */
1199 /*TODO: replace with iface usage */
1201 IWineD3DDevice *wineD3DDevice;
1203 IWineD3DDeviceImpl *wineD3DDevice;
1206 /* IWineD3DQuery fields */
1207 WINED3DQUERYTYPE type;
1208 /* TODO: Think about using a IUnknown instead of a void* */
1212 } IWineD3DQueryImpl;
1214 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1216 /* Datastructures for IWineD3DQueryImpl.extendedData */
1217 typedef struct WineQueryOcclusionData {
1219 } WineQueryOcclusionData;
1222 /*****************************************************************************
1223 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1226 typedef struct IWineD3DSwapChainImpl
1229 IWineD3DSwapChainVtbl *lpVtbl;
1230 LONG ref; /* Note: Ref counting not required */
1233 IWineD3DDeviceImpl *wineD3DDevice;
1235 /* IWineD3DSwapChain fields */
1236 IWineD3DSurface **backBuffer;
1237 IWineD3DSurface *frontBuffer;
1238 BOOL wantsDepthStencilBuffer;
1239 D3DPRESENT_PARAMETERS presentParms;
1241 /* TODO: move everything up to drawable off into a context manager
1242 and store the 'data' in the contextManagerData interface.
1243 IUnknown *contextManagerData;
1251 XVisualInfo *visInfo;
1252 GLXContext render_ctx;
1253 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1255 } IWineD3DSwapChainImpl;
1257 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1259 /*****************************************************************************
1260 * Utility function prototypes
1263 /* Trace routines */
1264 const char* debug_d3dformat(WINED3DFORMAT fmt);
1265 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1266 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1267 const char* debug_d3dusage(DWORD usage);
1268 const char* debug_d3dusagequery(DWORD usagequery);
1269 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1270 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1271 const char* debug_d3ddeclusage(BYTE usage);
1272 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1273 const char* debug_d3drenderstate(DWORD state);
1274 const char* debug_d3dsamplerstate(DWORD state);
1275 const char* debug_d3dtexturestate(DWORD state);
1276 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1277 const char* debug_d3dpool(WINED3DPOOL pool);
1279 /* Routines for GL <-> D3D values */
1280 GLenum StencilOp(DWORD op);
1281 GLenum CompareFunc(DWORD func);
1282 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1283 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1284 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1286 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1289 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1291 /*****************************************************************************
1292 * To enable calling of inherited functions, requires prototypes
1294 * Note: Only require classes which are subclassed, ie resource, basetexture,
1296 /*** IUnknown methods ***/
1297 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1298 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1299 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1300 /*** IWineD3DResource methods ***/
1301 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1302 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1303 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1304 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1305 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1306 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1307 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1308 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1309 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1310 /*** class static members ***/
1311 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1313 /*** IUnknown methods ***/
1314 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1315 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1316 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1317 /*** IWineD3DResource methods ***/
1318 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1319 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1320 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1321 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1322 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1323 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1324 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1325 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1326 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1327 /*** IWineD3DBaseTexture methods ***/
1328 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1329 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1330 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1331 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1332 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1333 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1334 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1335 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1337 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1338 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1339 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1340 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1341 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1342 /*** class static members ***/
1343 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1345 struct SHADER_OPCODE_ARG;
1346 typedef void (*shader_fct_t)();
1347 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1349 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1350 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1351 * used if the user is using GLSL shaders. */
1352 struct glsl_shader_prog_link {
1354 GLhandleARB programId;
1355 GLhandleARB *vuniformF_locations;
1356 GLhandleARB *puniformF_locations;
1357 IWineD3DVertexShader* vertexShader;
1358 IWineD3DPixelShader* pixelShader;
1361 /* TODO: Make this dynamic, based on shader limits ? */
1362 #define MAX_REG_ADDR 1
1363 #define MAX_REG_TEMP 32
1364 #define MAX_REG_TEXCRD 8
1365 #define MAX_REG_INPUT 12
1366 #define MAX_REG_OUTPUT 12
1367 #define MAX_ATTRIBS 16
1368 #define MAX_CONST_I 16
1369 #define MAX_CONST_B 16
1371 /* FIXME: This needs to go up to 2048 for
1372 * Shader model 3 according to msdn (and for software shaders) */
1373 #define MAX_LABELS 16
1375 typedef struct semantic {
1380 typedef struct local_constant {
1386 typedef struct shader_reg_maps {
1388 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1389 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1390 char address[MAX_REG_ADDR]; /* vertex */
1391 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1392 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1393 char attributes[MAX_ATTRIBS]; /* vertex */
1394 char labels[MAX_LABELS]; /* pixel, vertex */
1396 /* Sampler usage tokens
1397 * Use 0 as default (bit 31 is always 1 on a valid token) */
1398 DWORD samplers[MAX_SAMPLERS];
1400 /* Whether or not a loop is used in this shader */
1403 /* Whether or not this shader uses fog */
1408 #define SHADER_PGMSIZE 65535
1409 typedef struct SHADER_BUFFER {
1412 unsigned int lineNo;
1415 /* Undocumented opcode controls */
1416 #define INST_CONTROLS_SHIFT 16
1417 #define INST_CONTROLS_MASK 0x00ff0000
1419 typedef enum COMPARISON_TYPE {
1428 typedef struct SHADER_OPCODE {
1429 unsigned int opcode;
1433 CONST UINT num_params;
1434 shader_fct_t soft_fct;
1435 SHADER_HANDLER hw_fct;
1436 SHADER_HANDLER hw_glsl_fct;
1441 typedef struct SHADER_OPCODE_ARG {
1442 IWineD3DBaseShader* shader;
1443 shader_reg_maps* reg_maps;
1444 CONST SHADER_OPCODE* opcode;
1451 SHADER_BUFFER* buffer;
1452 } SHADER_OPCODE_ARG;
1454 typedef struct SHADER_LIMITS {
1455 unsigned int temporary;
1456 unsigned int texcoord;
1457 unsigned int sampler;
1458 unsigned int constant_int;
1459 unsigned int constant_float;
1460 unsigned int constant_bool;
1461 unsigned int address;
1462 unsigned int packed_output;
1463 unsigned int packed_input;
1464 unsigned int attributes;
1468 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1469 maintain state information between multiple codes */
1470 typedef struct SHADER_PARSE_STATE {
1471 unsigned int current_row;
1472 DWORD texcoord_w[2];
1473 } SHADER_PARSE_STATE;
1475 /* Base Shader utility functions.
1476 * (may move callers into the same file in the future) */
1477 extern int shader_addline(
1478 SHADER_BUFFER* buffer,
1479 const char* fmt, ...);
1481 extern const SHADER_OPCODE* shader_get_opcode(
1482 IWineD3DBaseShader *iface,
1485 extern void shader_delete_constant_list(
1486 struct list* clist);
1488 /* Vertex shader utility functions */
1489 extern BOOL vshader_get_input(
1490 IWineD3DVertexShader* iface,
1491 BYTE usage_req, BYTE usage_idx_req,
1492 unsigned int* regnum);
1494 extern BOOL vshader_input_is_color(
1495 IWineD3DVertexShader* iface,
1496 unsigned int regnum);
1498 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1500 /* ARB_[vertex/fragment]_program helper functions */
1501 extern void shader_arb_load_constants(
1502 IWineD3DDevice* device,
1503 char usePixelShader,
1504 char useVertexShader);
1506 /* ARB shader program Prototypes */
1507 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1509 /* ARB pixel shader prototypes */
1510 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1511 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1512 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1513 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1514 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1515 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1516 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1517 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1518 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1519 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1520 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1521 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1522 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1523 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1525 /* ARB vertex shader prototypes */
1526 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1527 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1529 /* GLSL helper functions */
1530 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1531 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1532 extern void shader_glsl_load_constants(
1533 IWineD3DDevice* device,
1534 char usePixelShader,
1535 char useVertexShader);
1537 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1538 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1547 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1548 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1549 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1550 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1551 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1552 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1553 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1554 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1555 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1556 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1557 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1558 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1559 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1560 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1561 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1562 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1563 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1564 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1565 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1566 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1568 /** GLSL Pixel Shader Prototypes */
1569 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1570 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1571 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1572 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1573 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1574 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1575 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1576 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1577 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1578 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1579 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1580 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1581 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1582 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1583 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1584 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_glsl_input_pack(
1589 SHADER_BUFFER* buffer,
1590 semantic* semantics_out);
1592 /** GLSL Vertex Shader Prototypes */
1593 extern void vshader_glsl_output_unpack(
1594 SHADER_BUFFER* buffer,
1595 semantic* semantics_out);
1597 /*****************************************************************************
1598 * IDirect3DBaseShader implementation structure
1600 typedef struct IWineD3DBaseShaderClass
1603 SHADER_LIMITS limits;
1604 SHADER_PARSE_STATE parse_state;
1605 CONST SHADER_OPCODE *shader_ins;
1606 CONST DWORD *function;
1607 UINT functionLength;
1611 /* Type of shader backend */
1614 /* Immediate constants (override global ones) */
1615 struct list constantsB;
1616 struct list constantsF;
1617 struct list constantsI;
1618 shader_reg_maps reg_maps;
1620 /* Pointer to the parent device */
1621 IWineD3DDevice *device;
1623 } IWineD3DBaseShaderClass;
1625 typedef struct IWineD3DBaseShaderImpl {
1627 const IWineD3DBaseShaderVtbl *lpVtbl;
1630 /* IWineD3DBaseShader */
1631 IWineD3DBaseShaderClass baseShader;
1632 } IWineD3DBaseShaderImpl;
1634 extern HRESULT shader_get_registers_used(
1635 IWineD3DBaseShader *iface,
1636 shader_reg_maps* reg_maps,
1637 semantic* semantics_in,
1638 semantic* semantics_out,
1639 CONST DWORD* pToken,
1640 IWineD3DStateBlockImpl *stateBlock);
1642 extern void shader_generate_glsl_declarations(
1643 IWineD3DBaseShader *iface,
1644 shader_reg_maps* reg_maps,
1645 SHADER_BUFFER* buffer,
1646 WineD3D_GL_Info* gl_info);
1648 extern void shader_generate_arb_declarations(
1649 IWineD3DBaseShader *iface,
1650 shader_reg_maps* reg_maps,
1651 SHADER_BUFFER* buffer,
1652 WineD3D_GL_Info* gl_info);
1654 extern void shader_generate_main(
1655 IWineD3DBaseShader *iface,
1656 SHADER_BUFFER* buffer,
1657 shader_reg_maps* reg_maps,
1658 CONST DWORD* pFunction);
1660 extern void shader_dump_ins_modifiers(
1661 const DWORD output);
1663 extern void shader_dump_param(
1664 IWineD3DBaseShader *iface,
1666 const DWORD addr_token,
1669 extern void shader_trace_init(
1670 IWineD3DBaseShader *iface,
1671 const DWORD* pFunction);
1673 extern int shader_get_param(
1674 IWineD3DBaseShader* iface,
1675 const DWORD* pToken,
1679 extern int shader_skip_unrecognized(
1680 IWineD3DBaseShader* iface,
1681 const DWORD* pToken);
1683 extern void print_glsl_info_log(
1684 WineD3D_GL_Info *gl_info,
1687 inline static int shader_get_regtype(const DWORD param) {
1688 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1689 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1692 extern unsigned int shader_get_float_offset(const DWORD reg);
1694 inline static BOOL shader_is_pshader_version(DWORD token) {
1695 return 0xFFFF0000 == (token & 0xFFFF0000);
1698 inline static BOOL shader_is_vshader_version(DWORD token) {
1699 return 0xFFFE0000 == (token & 0xFFFF0000);
1702 inline static BOOL shader_is_comment(DWORD token) {
1703 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1706 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1707 * so upload them above that
1709 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1710 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1712 /*****************************************************************************
1713 * IDirect3DVertexShader implementation structure
1715 typedef struct IWineD3DVertexShaderImpl {
1717 const IWineD3DVertexShaderVtbl *lpVtbl;
1718 LONG ref; /* Note: Ref counting not required */
1720 /* IWineD3DBaseShader */
1721 IWineD3DBaseShaderClass baseShader;
1723 /* IWineD3DVertexShaderImpl */
1729 /* Vertex shader input and output semantics */
1730 semantic semantics_in [MAX_ATTRIBS];
1731 semantic semantics_out [MAX_REG_OUTPUT];
1733 /* run time datas... */
1735 IWineD3DVertexDeclaration *vertexDeclaration;
1736 #if 0 /* needs reworking */
1737 /* run time datas */
1738 VSHADERINPUTDATA input;
1739 VSHADEROUTPUTDATA output;
1741 } IWineD3DVertexShaderImpl;
1742 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1743 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1745 /*****************************************************************************
1746 * IDirect3DPixelShader implementation structure
1748 typedef struct IWineD3DPixelShaderImpl {
1749 /* IUnknown parts */
1750 const IWineD3DPixelShaderVtbl *lpVtbl;
1751 LONG ref; /* Note: Ref counting not required */
1753 /* IWineD3DBaseShader */
1754 IWineD3DBaseShaderClass baseShader;
1756 /* IWineD3DPixelShaderImpl */
1759 /* Pixel shader input semantics */
1760 semantic semantics_in [MAX_REG_INPUT];
1765 #if 0 /* needs reworking */
1766 PSHADERINPUTDATA input;
1767 PSHADEROUTPUTDATA output;
1769 } IWineD3DPixelShaderImpl;
1771 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1772 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1774 /*****************************************************************************
1775 * IWineD3DPalette implementation structure
1777 struct IWineD3DPaletteImpl {
1778 /* IUnknown parts */
1779 const IWineD3DPaletteVtbl *lpVtbl;
1783 IWineD3DDeviceImpl *wineD3DDevice;
1785 /* IWineD3DPalette */
1787 WORD palVersion; /*| */
1788 WORD palNumEntries; /*| LOGPALETTE */
1789 PALETTEENTRY palents[256]; /*| */
1790 /* This is to store the palette in 'screen format' */
1791 int screen_palents[256];
1795 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1796 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1798 /* DirectDraw utility functions */
1799 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1801 /*****************************************************************************
1802 * Pixel format management
1805 WINED3DFORMAT format;
1806 DWORD alphaMask, redMask, greenMask, blueMask;
1809 GLint glInternal, glFormat, glType;
1812 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);