2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "d3d9types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74 typedef enum _WINELOOKUP {
75 WINELOOKUP_WARPPARAM = 0,
76 WINELOOKUP_MAGFILTER = 1,
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
84 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
86 typedef struct _WINED3DGLTYPE {
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
95 static WINED3DGLTYPE const glTypeLookup[D3DDECLTYPE_UNUSED] = {
96 {D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
97 {D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
101 {D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
102 {D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
103 {D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
105 {D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
106 {D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
108 {D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
111 {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
112 {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
139 #define SHADER_GLSL 2
140 #define SHADER_NONE 3
142 #define RTL_DISABLE -1
144 #define RTL_READDRAW 1
145 #define RTL_READTEX 2
146 #define RTL_TEXDRAW 3
149 /* NOTE: When adding fields to this structure, make sure to update the default
150 * values in wined3d_main.c as well. */
151 typedef struct wined3d_settings_s {
152 /* vertex and pixel shader modes */
156 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
157 we should use it. However, until it's fully implemented, we'll leave it as a registry
158 setting for developers. */
160 int vs_selected_mode;
161 int ps_selected_mode;
162 /* nonpower 2 function */
164 int rendertargetlock_mode;
165 /* Memory tracking and object counting */
166 unsigned int emulated_textureram;
167 } wined3d_settings_t;
169 extern wined3d_settings_t wined3d_settings;
173 extern void (*wine_tsx11_lock_ptr)(void);
174 extern void (*wine_tsx11_unlock_ptr)(void);
176 /* As GLX relies on X, this is needed */
180 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
181 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
183 #define ENTER_GL() wine_tsx11_lock_ptr()
184 #define LEAVE_GL() wine_tsx11_unlock_ptr()
187 /*****************************************************************************
191 /* GL related defines */
192 /* ------------------ */
193 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
194 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
195 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
196 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
198 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
199 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
200 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
201 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
203 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
204 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
205 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
206 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
208 #define D3DCOLORTOGLFLOAT4(dw, vec) \
209 (vec)[0] = D3DCOLOR_R(dw); \
210 (vec)[1] = D3DCOLOR_G(dw); \
211 (vec)[2] = D3DCOLOR_B(dw); \
212 (vec)[3] = D3DCOLOR_A(dw);
214 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
216 /* DirectX Device Limits */
217 /* --------------------- */
218 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
220 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
221 See MaxStreams in MSDN under GetDeviceCaps */
222 /* Maximum number of constants provided to the shaders */
223 #define HIGHEST_TRANSFORMSTATE 512
224 /* Highest value in D3DTRANSFORMSTATETYPE */
225 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
227 #define MAX_PALETTES 256
229 /* Checking of API calls */
230 /* --------------------- */
231 #define checkGLcall(A) \
233 GLint err = glGetError(); \
234 if (err == GL_NO_ERROR) { \
235 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
238 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
239 err, A, __FILE__, __LINE__); \
240 err = glGetError(); \
241 } while (err != GL_NO_ERROR); \
244 /* Trace routines / diagnostics */
245 /* ---------------------------- */
247 /* Dump out a matrix and copy it */
248 #define conv_mat(mat,gl_mat) \
250 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
251 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
252 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
253 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
254 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
257 /* Macro to dump out the current state of the light chain */
258 #define DUMP_LIGHT_CHAIN() \
260 PLIGHTINFOEL *el = This->stateBlock->lights;\
262 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
267 /* Trace vector and strided data information */
268 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
269 #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);
271 /* Defines used for optimizations */
273 /* Only reapply what is necessary */
274 #define REAPPLY_ALPHAOP 0x0001
275 #define REAPPLY_ALL 0xFFFF
277 /* Advance declaration of structures to satisfy compiler */
278 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
279 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
280 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
284 /* TODO: Move some of this to the device */
285 long globalChangeGlRam(long glram);
287 /* Memory and object tracking */
289 /*Structure for holding information on all direct3d objects
290 useful for making sure tracking is ok and when release is called on a device!
291 and probably quite handy for debugging and dumping states out
293 typedef struct WineD3DGlobalStatistics {
294 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
295 } WineD3DGlobalStatistics;
297 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
299 /* Global variables */
300 extern const float identity[16];
302 /*****************************************************************************
303 * Compilable extra diagnostics
306 /* Trace information per-vertex: (extremely high amount of trace) */
307 #if 0 /* NOTE: Must be 0 in cvs */
308 # define VTRACE(A) TRACE A
313 /* Checking of per-vertex related GL calls */
314 /* --------------------- */
315 #define vcheckGLcall(A) \
317 GLint err = glGetError(); \
318 if (err == GL_NO_ERROR) { \
319 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
322 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
323 err, A, __FILE__, __LINE__); \
324 err = glGetError(); \
325 } while (err != GL_NO_ERROR); \
328 /* TODO: Confirm each of these works when wined3d move completed */
329 #if 0 /* NOTE: Must be 0 in cvs */
330 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
331 of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
332 is enabled, and if it doesn't exists it is disabled. */
333 # define FRAME_DEBUGGING
334 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
335 the file is deleted */
336 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
337 # define SINGLE_FRAME_DEBUGGING
339 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
340 It can only be enabled when FRAME_DEBUGGING is also enabled
341 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
343 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
344 # define SHOW_FRAME_MAKEUP 1
346 /* The following, when enabled, lets you see the makeup of the all the textures used during each
347 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
348 The contents of the textures assigned to each stage are written into
349 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
350 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
351 # define SHOW_TEXTURE_MAKEUP 0
354 extern BOOL isDumpingFrames;
355 extern LONG primCounter;
358 /*****************************************************************************
362 /* Routine common to the draw primitive and draw indexed primitive routines */
363 void drawPrimitive(IWineD3DDevice *iface,
367 long StartVertexIndex,
368 UINT numberOfVertices,
373 WineDirect3DVertexStridedData *DrawPrimStrideData);
375 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
377 void primitiveDeclarationConvertToStridedData(
378 IWineD3DDevice *iface,
379 BOOL useVertexShaderFunction,
380 WineDirect3DVertexStridedData *strided,
381 LONG BaseVertexIndex,
384 void primitiveConvertFVFtoOffset(DWORD thisFVF,
387 WineDirect3DVertexStridedData *strided,
390 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
394 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
395 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
397 /* Routine to fill gl caps for swapchains and IWineD3D */
398 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
400 /* Macros for doing basic GPU detection based on opengl capabilities */
401 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
402 #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])
403 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
404 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
406 /*****************************************************************************
407 * Internal representation of a light
409 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
410 struct PLIGHTINFOEL {
411 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
418 /* Converted parms to speed up swapping lights */
428 /* The default light parameters */
429 extern const WINED3DLIGHT WINED3D_default_light;
431 /*****************************************************************************
432 * IWineD3D implementation structure
434 typedef struct IWineD3DImpl
436 /* IUnknown fields */
437 const IWineD3DVtbl *lpVtbl;
438 LONG ref; /* Note: Ref counting not required */
440 /* WineD3D Information */
446 WineD3D_GL_Info gl_info;
449 extern const IWineD3DVtbl IWineD3D_Vtbl;
451 /** Hacked out start of a context manager!! **/
452 typedef struct glContext {
459 IWineD3DSurface *pSurface;
460 #if 0 /* TODO: someway to represent the state of the context */
461 IWineD3DStateBlock *pStateBlock;
463 /* a few other things like format */
466 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
467 (since it will break quite a few things until contexts are managed properly!) */
468 extern BOOL pbuffer_support;
469 /* allocate one pbuffer per surface */
470 extern BOOL pbuffer_per_surface;
472 /* Maximum number of contexts/pbuffers to keep in cache,
473 set to 100 because ATI's drivers don't support deleting pBuffers properly
474 this needs to be migrated to a list and some option availalbe for controle the cache size.
476 #define CONTEXT_CACHE 100
478 typedef struct ResourceList {
479 IWineD3DResource *resource;
480 struct ResourceList *next;
483 /* A helper function that dumps a resource list */
484 void dumpResources(ResourceList *resources);
486 /*****************************************************************************
487 * IWineD3DDevice implementation structure
489 typedef struct IWineD3DDeviceImpl
491 /* IUnknown fields */
492 const IWineD3DDeviceVtbl *lpVtbl;
493 LONG ref; /* Note: Ref counting not required */
495 /* WineD3D Information */
499 /* X and GL Information */
500 GLint maxConcurrentLights;
503 BOOL modelview_valid;
505 BOOL view_ident; /* true iff view matrix is identity */
506 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
507 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
508 GLenum tracking_parm; /* Which source is tracking current colour */
509 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
510 #define DISABLED_TRACKING 0 /* Disabled */
511 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
512 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
513 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
517 BOOL texture_shader_active; /* TODO: Confirm use is correct */
518 BOOL last_was_notclipped;
521 /* State block related */
522 BOOL isRecordingState;
523 IWineD3DStateBlockImpl *stateBlock;
524 IWineD3DStateBlockImpl *updateStateBlock;
526 /* Internal use fields */
527 WINED3DDEVICE_CREATION_PARAMETERS createParms;
531 IWineD3DSwapChain **swapchains;
532 uint NumberOfSwapChains;
534 ResourceList *resources; /* a linked list to track resources created by the device */
536 /* Render Target Support */
537 IWineD3DSurface *depthStencilBuffer;
539 IWineD3DSurface *renderTarget;
540 IWineD3DSurface *stencilBufferTarget;
542 /* palettes texture management */
543 PALETTEENTRY palettes[MAX_PALETTES][256];
546 /* For rendering to a texture using glCopyTexImage */
547 BOOL renderUpsideDown;
549 /* Cursor management */
555 UINT cursorWidth, cursorHeight;
556 GLuint cursorTexture;
558 /* Textures for when no other textures are mapped */
559 UINT dummyTextureName[MAX_TEXTURES];
561 /* Debug stream management */
564 /* Device state management */
566 BOOL d3d_initialized;
568 /* Screen buffer resources */
569 glContext contextCache[CONTEXT_CACHE];
571 /* A flag to check if endscene has been called before changing the render tartet */
574 /* process vertex shaders using software or hardware */
575 BOOL softwareVertexProcessing;
577 /* DirectDraw stuff */
579 IWineD3DSurface *ddraw_primary;
580 DWORD ddraw_width, ddraw_height;
581 WINED3DFORMAT ddraw_format;
582 BOOL ddraw_fullscreen;
584 /* List of GLSL shader programs and their associated vertex & pixel shaders */
585 struct list glsl_shader_progs;
588 /* Final position fixup constant */
590 } IWineD3DDeviceImpl;
592 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
594 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
595 * anybody uses it for much so a good implementation is optional. */
596 typedef struct PrivateData
598 struct PrivateData* next;
601 DWORD flags; /* DDSPD_* */
602 DWORD uniqueness_value;
613 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
615 /*****************************************************************************
616 * IWineD3DResource implementation structure
618 typedef struct IWineD3DResourceClass
620 /* IUnknown fields */
621 LONG ref; /* Note: Ref counting not required */
623 /* WineD3DResource Information */
625 WINED3DRESOURCETYPE resourceType;
626 IWineD3DDeviceImpl *wineD3DDevice;
630 WINED3DFORMAT format;
631 BYTE *allocatedMemory;
632 PrivateData *privateData;
634 } IWineD3DResourceClass;
636 typedef struct IWineD3DResourceImpl
638 /* IUnknown & WineD3DResource Information */
639 const IWineD3DResourceVtbl *lpVtbl;
640 IWineD3DResourceClass resource;
641 } IWineD3DResourceImpl;
644 /*****************************************************************************
645 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
647 typedef struct IWineD3DVertexBufferImpl
649 /* IUnknown & WineD3DResource Information */
650 const IWineD3DVertexBufferVtbl *lpVtbl;
651 IWineD3DResourceClass resource;
653 /* WineD3DVertexBuffer specifics */
656 /* Vertex buffer object support */
661 UINT dirtystart, dirtyend;
664 LONG declChanges, draws;
665 /* Last description of the buffer */
666 WineDirect3DVertexStridedData strided;
667 } IWineD3DVertexBufferImpl;
669 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
671 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
672 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
673 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
674 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
675 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
676 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
678 /*****************************************************************************
679 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
681 typedef struct IWineD3DIndexBufferImpl
683 /* IUnknown & WineD3DResource Information */
684 const IWineD3DIndexBufferVtbl *lpVtbl;
685 IWineD3DResourceClass resource;
687 /* WineD3DVertexBuffer specifics */
688 } IWineD3DIndexBufferImpl;
690 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
692 /*****************************************************************************
693 * IWineD3DBaseTexture D3D- > openGL state map lookups
695 #define WINED3DFUNC_NOTSUPPORTED -2
696 #define WINED3DFUNC_UNIMPLEMENTED -1
698 typedef enum winetexturestates {
699 WINED3DTEXSTA_ADDRESSU = 0,
700 WINED3DTEXSTA_ADDRESSV = 1,
701 WINED3DTEXSTA_ADDRESSW = 2,
702 WINED3DTEXSTA_BORDERCOLOR = 3,
703 WINED3DTEXSTA_MAGFILTER = 4,
704 WINED3DTEXSTA_MINFILTER = 5,
705 WINED3DTEXSTA_MIPFILTER = 6,
706 WINED3DTEXSTA_MAXMIPLEVEL = 7,
707 WINED3DTEXSTA_MAXANISOTROPY = 8,
708 WINED3DTEXSTA_SRGBTEXTURE = 9,
709 WINED3DTEXSTA_ELEMENTINDEX = 10,
710 WINED3DTEXSTA_DMAPOFFSET = 11,
711 WINED3DTEXSTA_TSSADDRESSW = 12,
712 MAX_WINETEXTURESTATES = 13,
715 typedef struct Wined3dTextureStateMap {
718 } Wined3dTextureStateMap;
720 /*****************************************************************************
721 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
723 typedef struct IWineD3DBaseTextureClass
731 WINED3DTEXTUREFILTERTYPE filterType;
732 DWORD states[MAX_WINETEXTURESTATES];
734 } IWineD3DBaseTextureClass;
736 typedef struct IWineD3DBaseTextureImpl
738 /* IUnknown & WineD3DResource Information */
739 const IWineD3DBaseTextureVtbl *lpVtbl;
740 IWineD3DResourceClass resource;
741 IWineD3DBaseTextureClass baseTexture;
743 } IWineD3DBaseTextureImpl;
745 /*****************************************************************************
746 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
748 typedef struct IWineD3DTextureImpl
750 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
751 const IWineD3DTextureVtbl *lpVtbl;
752 IWineD3DResourceClass resource;
753 IWineD3DBaseTextureClass baseTexture;
755 /* IWineD3DTexture */
756 IWineD3DSurface *surfaces[MAX_LEVELS];
760 float pow2scalingFactorX;
761 float pow2scalingFactorY;
763 } IWineD3DTextureImpl;
765 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
767 /*****************************************************************************
768 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
770 typedef struct IWineD3DCubeTextureImpl
772 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
773 const IWineD3DCubeTextureVtbl *lpVtbl;
774 IWineD3DResourceClass resource;
775 IWineD3DBaseTextureClass baseTexture;
777 /* IWineD3DCubeTexture */
778 IWineD3DSurface *surfaces[6][MAX_LEVELS];
781 float pow2scalingFactor;
783 } IWineD3DCubeTextureImpl;
785 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
787 typedef struct _WINED3DVOLUMET_DESC
792 } WINED3DVOLUMET_DESC;
794 /*****************************************************************************
795 * IWineD3DVolume implementation structure (extends IUnknown)
797 typedef struct IWineD3DVolumeImpl
799 /* IUnknown & WineD3DResource fields */
800 const IWineD3DVolumeVtbl *lpVtbl;
801 IWineD3DResourceClass resource;
803 /* WineD3DVolume Information */
804 WINED3DVOLUMET_DESC currentDesc;
805 IWineD3DBase *container;
810 WINED3DBOX lockedBox;
815 } IWineD3DVolumeImpl;
817 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
819 /*****************************************************************************
820 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
822 typedef struct IWineD3DVolumeTextureImpl
824 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
825 const IWineD3DVolumeTextureVtbl *lpVtbl;
826 IWineD3DResourceClass resource;
827 IWineD3DBaseTextureClass baseTexture;
829 /* IWineD3DVolumeTexture */
830 IWineD3DVolume *volumes[MAX_LEVELS];
835 } IWineD3DVolumeTextureImpl;
837 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
839 typedef struct _WINED3DSURFACET_DESC
841 WINED3DMULTISAMPLE_TYPE MultiSampleType;
842 DWORD MultiSampleQuality;
845 } WINED3DSURFACET_DESC;
847 /*****************************************************************************
848 * Structure for DIB Surfaces (GetDC and GDI surfaces)
850 typedef struct wineD3DSurface_DIB {
855 } wineD3DSurface_DIB;
857 /*****************************************************************************
858 * IWineD3DSurface implementation structure
860 struct IWineD3DSurfaceImpl
862 /* IUnknown & IWineD3DResource Information */
863 const IWineD3DSurfaceVtbl *lpVtbl;
864 IWineD3DResourceClass resource;
866 /* IWineD3DSurface fields */
867 IWineD3DBase *container;
868 WINED3DSURFACET_DESC currentDesc;
869 IWineD3DPaletteImpl *palette;
873 /* TODO: move this off into a management class(maybe!) */
880 /* Oversized texture */
884 /* precalculated x and y scalings for texture coords */
885 float pow2scalingFactorX; /* = (Width / pow2Width ) */
886 float pow2scalingFactorY; /* = (Height / pow2Height) */
892 glDescriptor glDescription;
895 wineD3DSurface_DIB dib;
898 /* Color keys for DDraw */
899 DDCOLORKEY DestBltCKey;
900 DDCOLORKEY DestOverlayCKey;
901 DDCOLORKEY SrcOverlayCKey;
902 DDCOLORKEY SrcBltCKey;
908 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
909 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
911 /* Predeclare the shared Surface functions */
912 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
913 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
914 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
915 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
916 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
917 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
918 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
919 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
920 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
921 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
922 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
923 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
924 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
925 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
926 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
927 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
928 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
929 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
930 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
931 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
932 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
933 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
934 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
935 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
936 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
937 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
938 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
939 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
940 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
941 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
942 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
943 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
944 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
945 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
946 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
947 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
948 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
949 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
950 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
951 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
952 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
953 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
954 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
957 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
958 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
959 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
960 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
961 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
962 #define SFLAG_DISCARD 0x00000020 /* ??? */
963 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
964 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
965 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
966 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
967 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
968 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
969 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
970 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
971 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
972 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
973 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
974 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
975 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
977 /* In some conditions the surface memory must not be freed:
978 * SFLAG_OVERSIZE: Not all data can be kept in GL
979 * SFLAG_CONVERTED: Converting the data back would take too long
980 * SFLAG_DIBSECTION: The dib code manages the memory
981 * SFLAG_DIRTY: GL surface isn't up to date
982 * SFLAG_LOCKED: The app requires access to the surface data
983 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
984 * SFLAG_DYNLOCK: Avoid freeing the data for performance
985 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
987 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
997 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
999 /* Alignment of the pitch */
1000 #define SURFACE_ALIGNMENT 4
1002 /*****************************************************************************
1003 * IWineD3DVertexDeclaration implementation structure
1005 typedef struct IWineD3DVertexDeclarationImpl {
1006 /* IUnknown Information */
1007 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1008 LONG ref; /* Note: Ref counting not required */
1011 /** precomputed fvf if simple declaration */
1012 IWineD3DDeviceImpl *wineD3DDevice;
1013 DWORD fvf[MAX_STREAMS];
1016 /** dx8 compatible Declaration fields */
1017 DWORD* pDeclaration8;
1018 DWORD declaration8Length;
1021 D3DVERTEXELEMENT9 *pDeclaration9;
1022 UINT declaration9NumElements;
1024 WINED3DVERTEXELEMENT *pDeclarationWine;
1025 UINT declarationWNumElements;
1029 } IWineD3DVertexDeclarationImpl;
1031 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1033 /*****************************************************************************
1034 * IWineD3DStateBlock implementation structure
1037 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1038 /* Note: Very long winded but gl Lists are not flexible enough */
1039 /* to resolve everything we need, so doing it manually for now */
1040 typedef struct SAVEDSTATES {
1044 BOOL streamSource[MAX_STREAMS];
1045 BOOL streamFreq[MAX_STREAMS];
1046 BOOL textures[MAX_SAMPLERS];
1047 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1049 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1050 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1051 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1052 BOOL clipplane[MAX_CLIPPLANES];
1055 BOOL pixelShaderConstantsB[MAX_CONST_B];
1056 BOOL pixelShaderConstantsI[MAX_CONST_I];
1057 BOOL *pixelShaderConstantsF;
1059 BOOL vertexShaderConstantsB[MAX_CONST_B];
1060 BOOL vertexShaderConstantsI[MAX_CONST_I];
1061 BOOL *vertexShaderConstantsF;
1069 struct IWineD3DStateBlockImpl
1071 /* IUnknown fields */
1072 const IWineD3DStateBlockVtbl *lpVtbl;
1073 LONG ref; /* Note: Ref counting not required */
1075 /* IWineD3DStateBlock information */
1077 IWineD3DDeviceImpl *wineD3DDevice;
1078 WINED3DSTATEBLOCKTYPE blockType;
1080 /* Array indicating whether things have been set or changed */
1081 SAVEDSTATES changed;
1083 struct list set_vconstantsF;
1084 struct list set_pconstantsF;
1086 /* Drawing - Vertex Shader or FVF related */
1088 /* Vertex Shader Declaration */
1089 IWineD3DVertexDeclaration *vertexDecl;
1091 IWineD3DVertexShader *vertexShader;
1093 /* Vertex Shader Constants */
1094 BOOL vertexShaderConstantB[MAX_CONST_B];
1095 INT vertexShaderConstantI[MAX_CONST_I * 4];
1096 float *vertexShaderConstantF;
1100 UINT streamStride[MAX_STREAMS];
1101 UINT streamOffset[MAX_STREAMS];
1102 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1103 UINT streamFreq[MAX_STREAMS];
1104 UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
1107 IWineD3DIndexBuffer* pIndexData;
1108 UINT baseVertexIndex; /* Note: only used for d3d8 */
1111 D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1114 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1117 double clipplane[MAX_CLIPPLANES][4];
1118 WINED3DCLIPSTATUS clip_status;
1121 WINED3DVIEWPORT viewport;
1124 WINED3DMATERIAL material;
1127 IWineD3DPixelShader *pixelShader;
1129 /* Pixel Shader Constants */
1130 BOOL pixelShaderConstantB[MAX_CONST_B];
1131 INT pixelShaderConstantI[MAX_CONST_I * 4];
1132 float *pixelShaderConstantF;
1134 /* Indexed Vertex Blending */
1135 D3DVERTEXBLENDFLAGS vertex_blend;
1139 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1142 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1143 int textureDimensions[MAX_SAMPLERS];
1145 /* Texture State Stage */
1146 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1147 /* Sampler States */
1148 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1150 /* Current GLSL Shader Program */
1151 struct glsl_shader_prog_link *glsl_program;
1154 extern void stateblock_savedstates_set(
1155 IWineD3DStateBlock* iface,
1156 SAVEDSTATES* states,
1159 extern void stateblock_savedstates_copy(
1160 IWineD3DStateBlock* iface,
1162 SAVEDSTATES* source);
1164 extern void stateblock_copy(
1165 IWineD3DStateBlock* destination,
1166 IWineD3DStateBlock* source);
1168 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1170 /*****************************************************************************
1171 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1173 typedef struct IWineD3DQueryImpl
1175 const IWineD3DQueryVtbl *lpVtbl;
1176 LONG ref; /* Note: Ref counting not required */
1179 /*TODO: replace with iface usage */
1181 IWineD3DDevice *wineD3DDevice;
1183 IWineD3DDeviceImpl *wineD3DDevice;
1185 /* IWineD3DQuery fields */
1188 /* TODO: Think about using a IUnknown instead of a void* */
1192 } IWineD3DQueryImpl;
1194 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1196 /* Datastructures for IWineD3DQueryImpl.extendedData */
1197 typedef struct WineQueryOcclusionData {
1199 } WineQueryOcclusionData;
1202 /*****************************************************************************
1203 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1206 typedef struct IWineD3DSwapChainImpl
1209 IWineD3DSwapChainVtbl *lpVtbl;
1210 LONG ref; /* Note: Ref counting not required */
1213 IWineD3DDeviceImpl *wineD3DDevice;
1215 /* IWineD3DSwapChain fields */
1216 IWineD3DSurface **backBuffer;
1217 IWineD3DSurface *frontBuffer;
1218 BOOL wantsDepthStencilBuffer;
1219 D3DPRESENT_PARAMETERS presentParms;
1221 /* TODO: move everything up to drawable off into a context manager
1222 and store the 'data' in the contextManagerData interface.
1223 IUnknown *contextManagerData;
1231 XVisualInfo *visInfo;
1232 GLXContext render_ctx;
1233 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1235 } IWineD3DSwapChainImpl;
1237 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1239 /*****************************************************************************
1240 * Utility function prototypes
1243 /* Trace routines */
1244 const char* debug_d3dformat(WINED3DFORMAT fmt);
1245 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1246 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1247 const char* debug_d3dusage(DWORD usage);
1248 const char* debug_d3dusagequery(DWORD usagequery);
1249 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1250 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1251 const char* debug_d3ddeclusage(BYTE usage);
1252 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1253 const char* debug_d3drenderstate(DWORD state);
1254 const char* debug_d3dsamplerstate(DWORD state);
1255 const char* debug_d3dtexturestate(DWORD state);
1256 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1257 const char* debug_d3dpool(WINED3DPOOL pool);
1259 /* Routines for GL <-> D3D values */
1260 GLenum StencilOp(DWORD op);
1261 GLenum CompareFunc(DWORD func);
1262 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1263 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1264 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1266 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1269 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1271 /*****************************************************************************
1272 * To enable calling of inherited functions, requires prototypes
1274 * Note: Only require classes which are subclassed, ie resource, basetexture,
1276 /*** IUnknown methods ***/
1277 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1278 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1279 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1280 /*** IWineD3DResource methods ***/
1281 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1282 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1283 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1284 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1285 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1286 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1287 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1288 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1289 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1290 /*** class static members ***/
1291 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1293 /*** IUnknown methods ***/
1294 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1295 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1296 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1297 /*** IWineD3DResource methods ***/
1298 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1299 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1300 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1301 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1302 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1303 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1304 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1305 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1306 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1307 /*** IWineD3DBaseTexture methods ***/
1308 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1309 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1310 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1311 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1312 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1313 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1314 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1315 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1317 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1318 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1319 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1320 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1321 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1322 /*** class static members ***/
1323 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1325 struct SHADER_OPCODE_ARG;
1326 typedef void (*shader_fct_t)();
1327 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1329 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1330 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1331 * used if the user is using GLSL shaders. */
1332 struct glsl_shader_prog_link {
1334 GLhandleARB programId;
1335 GLhandleARB *vuniformF_locations;
1336 GLhandleARB *puniformF_locations;
1337 IWineD3DVertexShader* vertexShader;
1338 IWineD3DPixelShader* pixelShader;
1341 /* TODO: Make this dynamic, based on shader limits ? */
1342 #define MAX_REG_ADDR 1
1343 #define MAX_REG_TEMP 32
1344 #define MAX_REG_TEXCRD 8
1345 #define MAX_REG_INPUT 12
1346 #define MAX_REG_OUTPUT 12
1347 #define MAX_ATTRIBS 16
1348 #define MAX_CONST_I 16
1349 #define MAX_CONST_B 16
1351 /* FIXME: This needs to go up to 2048 for
1352 * Shader model 3 according to msdn (and for software shaders) */
1353 #define MAX_LABELS 16
1355 typedef struct semantic {
1360 typedef struct local_constant {
1366 typedef struct shader_reg_maps {
1368 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1369 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1370 char address[MAX_REG_ADDR]; /* vertex */
1371 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1372 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1373 char attributes[MAX_ATTRIBS]; /* vertex */
1374 char labels[MAX_LABELS]; /* pixel, vertex */
1376 /* Sampler usage tokens
1377 * Use 0 as default (bit 31 is always 1 on a valid token) */
1378 DWORD samplers[MAX_SAMPLERS];
1380 /* Whether or not a loop is used in this shader */
1383 /* Whether or not this shader uses fog */
1388 #define SHADER_PGMSIZE 65535
1389 typedef struct SHADER_BUFFER {
1392 unsigned int lineNo;
1395 /* Undocumented opcode controls */
1396 #define INST_CONTROLS_SHIFT 16
1397 #define INST_CONTROLS_MASK 0x00ff0000
1399 typedef enum COMPARISON_TYPE {
1408 typedef struct SHADER_OPCODE {
1409 unsigned int opcode;
1413 CONST UINT num_params;
1414 shader_fct_t soft_fct;
1415 SHADER_HANDLER hw_fct;
1416 SHADER_HANDLER hw_glsl_fct;
1421 typedef struct SHADER_OPCODE_ARG {
1422 IWineD3DBaseShader* shader;
1423 shader_reg_maps* reg_maps;
1424 CONST SHADER_OPCODE* opcode;
1431 SHADER_BUFFER* buffer;
1432 } SHADER_OPCODE_ARG;
1434 typedef struct SHADER_LIMITS {
1435 unsigned int temporary;
1436 unsigned int texcoord;
1437 unsigned int sampler;
1438 unsigned int constant_int;
1439 unsigned int constant_float;
1440 unsigned int constant_bool;
1441 unsigned int address;
1442 unsigned int packed_output;
1443 unsigned int packed_input;
1444 unsigned int attributes;
1448 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1449 maintain state information between multiple codes */
1450 typedef struct SHADER_PARSE_STATE {
1451 unsigned int current_row;
1452 DWORD texcoord_w[2];
1453 } SHADER_PARSE_STATE;
1455 /* Base Shader utility functions.
1456 * (may move callers into the same file in the future) */
1457 extern int shader_addline(
1458 SHADER_BUFFER* buffer,
1459 const char* fmt, ...);
1461 extern const SHADER_OPCODE* shader_get_opcode(
1462 IWineD3DBaseShader *iface,
1465 extern void shader_delete_constant_list(
1466 struct list* clist);
1468 /* Vertex shader utility functions */
1469 extern BOOL vshader_get_input(
1470 IWineD3DVertexShader* iface,
1471 BYTE usage_req, BYTE usage_idx_req,
1472 unsigned int* regnum);
1474 extern BOOL vshader_input_is_color(
1475 IWineD3DVertexShader* iface,
1476 unsigned int regnum);
1478 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1480 /* ARB_[vertex/fragment]_program helper functions */
1481 extern void shader_arb_load_constants(
1482 IWineD3DDevice* device,
1483 char usePixelShader,
1484 char useVertexShader);
1486 /* ARB shader program Prototypes */
1487 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1489 /* ARB pixel shader prototypes */
1490 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1491 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1492 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1493 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1494 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1495 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1496 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1497 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1498 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1499 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1500 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1501 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1502 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1503 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1505 /* ARB vertex shader prototypes */
1506 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1507 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1509 /* GLSL helper functions */
1510 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1511 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1512 extern void shader_glsl_load_constants(
1513 IWineD3DDevice* device,
1514 char usePixelShader,
1515 char useVertexShader);
1517 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1518 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1519 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1520 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1521 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1522 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1523 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1524 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1525 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1526 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1527 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1528 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1529 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1530 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1531 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1532 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1533 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1534 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1535 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1536 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1537 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1538 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1548 /** GLSL Pixel Shader Prototypes */
1549 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1550 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1551 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1552 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1553 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1554 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1555 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1556 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_glsl_input_pack(
1569 SHADER_BUFFER* buffer,
1570 semantic* semantics_out);
1572 /** GLSL Vertex Shader Prototypes */
1573 extern void vshader_glsl_output_unpack(
1574 SHADER_BUFFER* buffer,
1575 semantic* semantics_out);
1577 /*****************************************************************************
1578 * IDirect3DBaseShader implementation structure
1580 typedef struct IWineD3DBaseShaderClass
1583 SHADER_LIMITS limits;
1584 SHADER_PARSE_STATE parse_state;
1585 CONST SHADER_OPCODE *shader_ins;
1586 CONST DWORD *function;
1587 UINT functionLength;
1591 /* Type of shader backend */
1594 /* Immediate constants (override global ones) */
1595 struct list constantsB;
1596 struct list constantsF;
1597 struct list constantsI;
1598 shader_reg_maps reg_maps;
1600 /* Pointer to the parent device */
1601 IWineD3DDevice *device;
1603 } IWineD3DBaseShaderClass;
1605 typedef struct IWineD3DBaseShaderImpl {
1607 const IWineD3DBaseShaderVtbl *lpVtbl;
1610 /* IWineD3DBaseShader */
1611 IWineD3DBaseShaderClass baseShader;
1612 } IWineD3DBaseShaderImpl;
1614 extern HRESULT shader_get_registers_used(
1615 IWineD3DBaseShader *iface,
1616 shader_reg_maps* reg_maps,
1617 semantic* semantics_in,
1618 semantic* semantics_out,
1619 CONST DWORD* pToken,
1620 IWineD3DStateBlockImpl *stateBlock);
1622 extern void shader_generate_glsl_declarations(
1623 IWineD3DBaseShader *iface,
1624 shader_reg_maps* reg_maps,
1625 SHADER_BUFFER* buffer,
1626 WineD3D_GL_Info* gl_info);
1628 extern void shader_generate_arb_declarations(
1629 IWineD3DBaseShader *iface,
1630 shader_reg_maps* reg_maps,
1631 SHADER_BUFFER* buffer,
1632 WineD3D_GL_Info* gl_info);
1634 extern void shader_generate_main(
1635 IWineD3DBaseShader *iface,
1636 SHADER_BUFFER* buffer,
1637 shader_reg_maps* reg_maps,
1638 CONST DWORD* pFunction);
1640 extern void shader_dump_ins_modifiers(
1641 const DWORD output);
1643 extern void shader_dump_param(
1644 IWineD3DBaseShader *iface,
1646 const DWORD addr_token,
1649 extern void shader_trace_init(
1650 IWineD3DBaseShader *iface,
1651 const DWORD* pFunction);
1653 extern int shader_get_param(
1654 IWineD3DBaseShader* iface,
1655 const DWORD* pToken,
1659 extern int shader_skip_unrecognized(
1660 IWineD3DBaseShader* iface,
1661 const DWORD* pToken);
1663 extern void print_glsl_info_log(
1664 WineD3D_GL_Info *gl_info,
1667 inline static int shader_get_regtype(const DWORD param) {
1668 return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
1669 ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
1672 extern unsigned int shader_get_float_offset(const DWORD reg);
1674 inline static BOOL shader_is_pshader_version(DWORD token) {
1675 return 0xFFFF0000 == (token & 0xFFFF0000);
1678 inline static BOOL shader_is_vshader_version(DWORD token) {
1679 return 0xFFFE0000 == (token & 0xFFFF0000);
1682 inline static BOOL shader_is_comment(DWORD token) {
1683 return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1686 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1687 * so upload them above that
1689 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1690 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1692 /*****************************************************************************
1693 * IDirect3DVertexShader implementation structure
1695 typedef struct IWineD3DVertexShaderImpl {
1697 const IWineD3DVertexShaderVtbl *lpVtbl;
1698 LONG ref; /* Note: Ref counting not required */
1700 /* IWineD3DBaseShader */
1701 IWineD3DBaseShaderClass baseShader;
1703 /* IWineD3DVertexShaderImpl */
1709 /* Vertex shader input and output semantics */
1710 semantic semantics_in [MAX_ATTRIBS];
1711 semantic semantics_out [MAX_REG_OUTPUT];
1713 /* run time datas... */
1715 IWineD3DVertexDeclaration *vertexDeclaration;
1716 #if 0 /* needs reworking */
1717 /* run time datas */
1718 VSHADERINPUTDATA input;
1719 VSHADEROUTPUTDATA output;
1721 } IWineD3DVertexShaderImpl;
1722 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1723 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1725 /*****************************************************************************
1726 * IDirect3DPixelShader implementation structure
1728 typedef struct IWineD3DPixelShaderImpl {
1729 /* IUnknown parts */
1730 const IWineD3DPixelShaderVtbl *lpVtbl;
1731 LONG ref; /* Note: Ref counting not required */
1733 /* IWineD3DBaseShader */
1734 IWineD3DBaseShaderClass baseShader;
1736 /* IWineD3DPixelShaderImpl */
1739 /* Pixel shader input semantics */
1740 semantic semantics_in [MAX_REG_INPUT];
1745 #if 0 /* needs reworking */
1746 PSHADERINPUTDATA input;
1747 PSHADEROUTPUTDATA output;
1749 } IWineD3DPixelShaderImpl;
1751 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1752 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1754 /*****************************************************************************
1755 * IWineD3DPalette implementation structure
1757 struct IWineD3DPaletteImpl {
1758 /* IUnknown parts */
1759 const IWineD3DPaletteVtbl *lpVtbl;
1763 IWineD3DDeviceImpl *wineD3DDevice;
1765 /* IWineD3DPalette */
1767 WORD palVersion; /*| */
1768 WORD palNumEntries; /*| LOGPALETTE */
1769 PALETTEENTRY palents[256]; /*| */
1770 /* This is to store the palette in 'screen format' */
1771 int screen_palents[256];
1775 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1776 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1778 /* DirectDraw utility functions */
1779 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1781 /*****************************************************************************
1782 * Pixel format management
1785 WINED3DFORMAT format;
1786 DWORD alphaMask, redMask, greenMask, blueMask;
1789 GLint glInternal, glFormat, glType;
1792 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);