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 "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 /* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
222 static inline float float_16_to_32(const unsigned short *in) {
223 const unsigned short s = ((*in) & 0x8000);
224 const unsigned short e = ((*in) & 0x7C00) >> 10;
225 const unsigned short m = (*in) & 0x3FF;
226 const float sgn = (s ? -1.0 : 1.0);
229 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
230 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
232 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
234 if(m == 0) return sgn / 0.0; /* +INF / -INF */
235 else return 0.0 / 0.0; /* NAN */
255 #define ORM_BACKBUFFER 0
256 #define ORM_PBUFFER 1
260 #define SHADER_GLSL 2
262 #define SHADER_NONE 4
264 #define RTL_DISABLE -1
266 #define RTL_READDRAW 1
267 #define RTL_READTEX 2
268 #define RTL_TEXDRAW 3
271 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
272 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
274 /* NOTE: When adding fields to this structure, make sure to update the default
275 * values in wined3d_main.c as well. */
276 typedef struct wined3d_settings_s {
277 /* vertex and pixel shader modes */
281 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
282 we should use it. However, until it's fully implemented, we'll leave it as a registry
283 setting for developers. */
285 int offscreen_rendering_mode;
286 int rendertargetlock_mode;
287 unsigned short pci_vendor_id;
288 unsigned short pci_device_id;
289 /* Memory tracking and object counting */
290 unsigned int emulated_textureram;
292 int allow_multisampling;
293 } wined3d_settings_t;
295 extern wined3d_settings_t wined3d_settings;
297 /* Shader backends */
299 /* TODO: Make this dynamic, based on shader limits ? */
300 #define MAX_ATTRIBS 16
301 #define MAX_REG_ADDR 1
302 #define MAX_REG_TEMP 32
303 #define MAX_REG_TEXCRD 8
304 #define MAX_REG_INPUT 12
305 #define MAX_REG_OUTPUT 12
306 #define MAX_CONST_I 16
307 #define MAX_CONST_B 16
309 /* FIXME: This needs to go up to 2048 for
310 * Shader model 3 according to msdn (and for software shaders) */
311 #define MAX_LABELS 16
313 #define SHADER_PGMSIZE 65535
314 typedef struct SHADER_BUFFER {
321 enum WINED3D_SHADER_INSTRUCTION_HANDLER
390 WINED3DSIH_TEXDP3TEX,
394 WINED3DSIH_TEXM3x2DEPTH,
395 WINED3DSIH_TEXM3x2PAD,
396 WINED3DSIH_TEXM3x2TEX,
398 WINED3DSIH_TEXM3x3DIFF,
399 WINED3DSIH_TEXM3x3PAD,
400 WINED3DSIH_TEXM3x3SPEC,
401 WINED3DSIH_TEXM3x3TEX,
402 WINED3DSIH_TEXM3x3VSPEC,
403 WINED3DSIH_TEXREG2AR,
404 WINED3DSIH_TEXREG2GB,
405 WINED3DSIH_TEXREG2RGB,
406 WINED3DSIH_TABLE_SIZE
409 typedef struct shader_reg_maps
411 DWORD shader_version;
412 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
413 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
414 char address[MAX_REG_ADDR]; /* vertex */
415 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
416 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
417 char attributes[MAX_ATTRIBS]; /* vertex */
418 char labels[MAX_LABELS]; /* pixel, vertex */
419 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
421 /* Sampler usage tokens
422 * Use 0 as default (bit 31 is always 1 on a valid token) */
423 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
424 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
425 char usesnrm, vpos, usesdsy;
428 /* Whether or not loops are used in this shader, and nesting depth */
431 /* Whether or not this shader uses fog */
436 typedef struct SHADER_OPCODE
441 CONST UINT num_params;
442 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
447 struct wined3d_shader_dst_param
449 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
459 struct wined3d_shader_instruction
461 IWineD3DBaseShader *shader;
462 const shader_reg_maps *reg_maps;
463 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
469 SHADER_BUFFER *buffer;
471 const struct wined3d_shader_dst_param *dst;
475 struct wined3d_shader_semantic
477 WINED3DDECLUSAGE usage;
479 struct wined3d_shader_dst_param reg;
482 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
485 DWORD VertexShaderVersion;
486 DWORD MaxVertexShaderConst;
488 DWORD PixelShaderVersion;
489 float PixelShader1xMaxValue;
490 DWORD MaxPixelShaderConst;
492 WINED3DVSHADERCAPS2_0 VS20Caps;
493 WINED3DPSHADERCAPS2_0 PS20Caps;
495 DWORD MaxVShaderInstructionsExecuted;
496 DWORD MaxPShaderInstructionsExecuted;
497 DWORD MaxVertexShader30InstructionSlots;
498 DWORD MaxPixelShader30InstructionSlots;
511 enum vertexprocessing_mode {
517 #define WINED3D_CONST_NUM_UNUSED ~0U
519 struct stb_const_desc {
520 unsigned char texunit;
531 /* Stateblock dependent parameters which have to be hardcoded
532 * into the shader code
534 struct ps_compile_args {
535 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
536 enum vertexprocessing_mode vp_mode;
538 /* Projected textures(ps 1.0-1.3) */
539 /* Texture types(2D, Cube, 3D) in ps 1.x */
540 BOOL srgb_correction;
542 /* Bitmap for texture rect coord fixups (16 samplers max currently).
543 D3D9 has a limit of 16 samplers and the fixup is superfluous
544 in D3D10 (unconditional NP2 support mandatory). */
552 struct vs_compile_args {
554 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
558 const SHADER_HANDLER *shader_instruction_handler_table;
559 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
560 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
561 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
562 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
563 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
564 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
565 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
566 void (*shader_destroy)(IWineD3DBaseShader *iface);
567 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
568 void (*shader_free_private)(IWineD3DDevice *iface);
569 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
570 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
571 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
572 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
573 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
576 extern const shader_backend_t glsl_shader_backend;
577 extern const shader_backend_t arb_program_shader_backend;
578 extern const shader_backend_t none_shader_backend;
582 extern void (* CDECL wine_tsx11_lock_ptr)(void);
583 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
585 /* As GLX relies on X, this is needed */
589 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
590 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
592 #define ENTER_GL() wine_tsx11_lock_ptr()
593 #define LEAVE_GL() wine_tsx11_unlock_ptr()
596 /*****************************************************************************
600 /* GL related defines */
601 /* ------------------ */
602 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
603 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
604 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
605 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
607 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
608 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
609 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
610 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
612 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
613 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
614 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
615 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
617 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
618 (vec)[0] = D3DCOLOR_R(dw); \
619 (vec)[1] = D3DCOLOR_G(dw); \
620 (vec)[2] = D3DCOLOR_B(dw); \
621 (vec)[3] = D3DCOLOR_A(dw); \
624 /* DirectX Device Limits */
625 /* --------------------- */
626 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
628 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
629 See MaxStreams in MSDN under GetDeviceCaps */
630 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
632 /* Checking of API calls */
633 /* --------------------- */
634 #ifndef WINE_NO_DEBUG_MSGS
635 #define checkGLcall(A) \
637 GLint err = glGetError(); \
638 if (err == GL_NO_ERROR) { \
639 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
642 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
643 debug_glerror(err), err, A, __FILE__, __LINE__); \
644 err = glGetError(); \
645 } while (err != GL_NO_ERROR); \
648 #define checkGLcall(A) do {} while(0)
651 /* Trace routines / diagnostics */
652 /* ---------------------------- */
654 /* Dump out a matrix and copy it */
655 #define conv_mat(mat,gl_mat) \
657 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
658 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
659 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
660 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
661 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
664 /* Macro to dump out the current state of the light chain */
665 #define DUMP_LIGHT_CHAIN() \
667 PLIGHTINFOEL *el = This->stateBlock->lights;\
669 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
674 /* Trace vector and strided data information */
675 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
676 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
677 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
678 si->elements[name].buffer_object, si->elements[name].stream_idx);
680 /* Defines used for optimizations */
682 /* Only reapply what is necessary */
683 #define REAPPLY_ALPHAOP 0x0001
684 #define REAPPLY_ALL 0xFFFF
686 /* Advance declaration of structures to satisfy compiler */
687 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
688 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
689 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
690 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
692 /* Global variables */
693 extern const float identity[16];
695 /*****************************************************************************
696 * Compilable extra diagnostics
699 /* Trace information per-vertex: (extremely high amount of trace) */
700 #if 0 /* NOTE: Must be 0 in cvs */
701 # define VTRACE(A) TRACE A
706 /* TODO: Confirm each of these works when wined3d move completed */
707 #if 0 /* NOTE: Must be 0 in cvs */
708 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
709 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
710 is enabled, and if it doesn't exist it is disabled. */
711 # define FRAME_DEBUGGING
712 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
713 the file is deleted */
714 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
715 # define SINGLE_FRAME_DEBUGGING
717 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
718 It can only be enabled when FRAME_DEBUGGING is also enabled
719 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
721 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
722 # define SHOW_FRAME_MAKEUP 1
724 /* The following, when enabled, lets you see the makeup of the all the textures used during each
725 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
726 The contents of the textures assigned to each stage are written into
727 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
728 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
729 # define SHOW_TEXTURE_MAKEUP 0
732 extern BOOL isDumpingFrames;
733 extern LONG primCounter;
738 WINED3D_FFP_POSITION = 0,
739 WINED3D_FFP_BLENDWEIGHT = 1,
740 WINED3D_FFP_BLENDINDICES = 2,
741 WINED3D_FFP_NORMAL = 3,
742 WINED3D_FFP_PSIZE = 4,
743 WINED3D_FFP_DIFFUSE = 5,
744 WINED3D_FFP_SPECULAR = 6,
745 WINED3D_FFP_TEXCOORD0 = 7,
746 WINED3D_FFP_TEXCOORD1 = 8,
747 WINED3D_FFP_TEXCOORD2 = 9,
748 WINED3D_FFP_TEXCOORD3 = 10,
749 WINED3D_FFP_TEXCOORD4 = 11,
750 WINED3D_FFP_TEXCOORD5 = 12,
751 WINED3D_FFP_TEXCOORD6 = 13,
752 WINED3D_FFP_TEXCOORD7 = 14,
755 enum wined3d_ffp_emit_idx
757 WINED3D_FFP_EMIT_FLOAT1 = 0,
758 WINED3D_FFP_EMIT_FLOAT2 = 1,
759 WINED3D_FFP_EMIT_FLOAT3 = 2,
760 WINED3D_FFP_EMIT_FLOAT4 = 3,
761 WINED3D_FFP_EMIT_D3DCOLOR = 4,
762 WINED3D_FFP_EMIT_UBYTE4 = 5,
763 WINED3D_FFP_EMIT_SHORT2 = 6,
764 WINED3D_FFP_EMIT_SHORT4 = 7,
765 WINED3D_FFP_EMIT_UBYTE4N = 8,
766 WINED3D_FFP_EMIT_SHORT2N = 9,
767 WINED3D_FFP_EMIT_SHORT4N = 10,
768 WINED3D_FFP_EMIT_USHORT2N = 11,
769 WINED3D_FFP_EMIT_USHORT4N = 12,
770 WINED3D_FFP_EMIT_UDEC3 = 13,
771 WINED3D_FFP_EMIT_DEC3N = 14,
772 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
773 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
774 WINED3D_FFP_EMIT_COUNT = 17
777 struct wined3d_stream_info_element
779 const struct GlPixelFormatDesc *format_desc;
783 GLuint buffer_object;
786 struct wined3d_stream_info
788 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
789 BOOL position_transformed;
790 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
791 WORD use_map; /* MAX_ATTRIBS, 16 */
794 /*****************************************************************************
798 /* Routine common to the draw primitive and draw indexed primitive routines */
799 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
800 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
801 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
803 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
804 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
805 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
806 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
807 extern glAttribFunc specular_func_3ubv;
808 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
809 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
810 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
814 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
815 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
817 /* Routines and structures related to state management */
818 typedef struct WineD3DContext WineD3DContext;
819 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
821 #define STATE_RENDER(a) (a)
822 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
824 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
825 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
827 /* + 1 because samplers start with 0 */
828 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
829 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
831 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
832 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
834 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
835 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
837 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
838 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
839 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
840 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
842 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
843 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
845 #define STATE_VSHADER (STATE_VDECL + 1)
846 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
848 #define STATE_VIEWPORT (STATE_VSHADER + 1)
849 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
851 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
852 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
853 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
854 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
856 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
857 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
859 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
860 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
862 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
863 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
865 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
867 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
869 #define STATE_HIGHEST (STATE_FRONTFACE)
873 DWORD representative;
874 APPLYSTATEFUNC apply;
877 struct StateEntryTemplate
880 struct StateEntry content;
881 GL_SupportedExt extension;
884 struct fragment_caps {
885 DWORD PrimitiveMiscCaps;
888 DWORD MaxTextureBlendStages;
889 DWORD MaxSimultaneousTextures;
892 struct fragment_pipeline {
893 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
894 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
895 HRESULT (*alloc_private)(IWineD3DDevice *iface);
896 void (*free_private)(IWineD3DDevice *iface);
897 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
898 const struct StateEntryTemplate *states;
899 BOOL ffp_proj_control;
902 extern const struct StateEntryTemplate misc_state_template[];
903 extern const struct StateEntryTemplate ffp_vertexstate_template[];
904 extern const struct fragment_pipeline ffp_fragment_pipeline;
905 extern const struct fragment_pipeline atifs_fragment_pipeline;
906 extern const struct fragment_pipeline arbfp_fragment_pipeline;
907 extern const struct fragment_pipeline nvts_fragment_pipeline;
908 extern const struct fragment_pipeline nvrc_fragment_pipeline;
910 /* "Base" state table */
911 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
912 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
913 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
915 /* Shaders for color conversions in blits */
917 HRESULT (*alloc_private)(IWineD3DDevice *iface);
918 void (*free_private)(IWineD3DDevice *iface);
919 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
920 GLenum textype, UINT width, UINT height);
921 void (*unset_shader)(IWineD3DDevice *iface);
922 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
925 extern const struct blit_shader ffp_blit;
926 extern const struct blit_shader arbfp_blit;
934 /* The new context manager that should deal with onscreen and offscreen rendering */
935 struct WineD3DContext {
936 /* State dirtification
937 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
938 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
939 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
940 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
942 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
943 DWORD numDirtyEntries;
944 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
946 IWineD3DSurface *surface;
947 DWORD tid; /* Thread ID which owns this context at the moment */
949 /* Stores some information about the context state for optimization */
950 WORD draw_buffer_dirty : 1;
951 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
952 WORD last_was_pshader : 1;
953 WORD last_was_vshader : 1;
954 WORD namedArraysLoaded : 1;
955 WORD numberedArraysLoaded : 1;
956 WORD last_was_blit : 1;
957 WORD last_was_ckey : 1;
960 WORD fog_enabled : 1;
961 WORD num_untracked_materials : 2; /* Max value 2 */
963 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
964 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
965 DWORD numbered_array_mask;
966 GLenum tracking_parm; /* Which source is tracking current colour */
967 GLenum untracked_materials[2];
969 enum fogsource fog_source;
971 char *vshader_const_dirty, *pshader_const_dirty;
973 /* The actual opengl context */
981 struct list fbo_list;
982 struct fbo_entry *current_fbo;
986 /* Extension emulation */
988 GLfloat fog_coord_value;
989 GLfloat color[4], fogstart, fogend, fogcolor[4];
992 typedef enum ContextUsage {
993 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
994 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
995 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
996 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
999 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1000 WineD3DContext *getActiveContext(void);
1001 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1002 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1003 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1004 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1005 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1006 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1008 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1009 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1011 /* Macros for doing basic GPU detection based on opengl capabilities */
1012 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1013 #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])
1014 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1015 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1017 /* Default callbacks for implicit object destruction */
1018 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1020 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1022 /*****************************************************************************
1023 * Internal representation of a light
1025 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1026 struct PLIGHTINFOEL {
1027 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1028 DWORD OriginalIndex;
1031 BOOL enabledChanged;
1034 /* Converted parms to speed up swapping lights */
1043 /* The default light parameters */
1044 extern const WINED3DLIGHT WINED3D_default_light;
1046 typedef struct WineD3D_PixelFormat
1048 int iPixelFormat; /* WGL pixel format */
1049 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1050 int redSize, greenSize, blueSize, alphaSize;
1051 int depthSize, stencilSize;
1052 BOOL windowDrawable;
1053 BOOL pbufferDrawable;
1057 } WineD3D_PixelFormat;
1059 /* The adapter structure */
1060 struct WineD3DAdapter
1065 WineD3D_GL_Info gl_info;
1067 const char *description;
1068 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1070 WineD3D_PixelFormat *cfgs;
1071 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1072 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1073 unsigned int UsedTextureRam;
1076 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1077 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1078 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1079 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1081 /*****************************************************************************
1082 * High order patch management
1084 struct WineD3DRectPatch
1088 WineDirect3DVertexStridedData strided;
1089 WINED3DRECTPATCH_INFO RectPatchInfo;
1091 char has_normals, has_texcoords;
1095 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1097 enum projection_types
1110 /*****************************************************************************
1111 * Fixed function pipeline replacements
1113 #define ARG_UNUSED 0xff
1114 struct texture_stage_op
1126 struct color_fixup_desc color_fixup;
1127 unsigned tex_type : 3;
1129 unsigned projected : 2;
1130 unsigned padding : 10;
1133 struct ffp_frag_settings {
1134 struct texture_stage_op op[MAX_TEXTURES];
1136 /* Use an int instead of a char to get dword alignment */
1137 unsigned int sRGB_write;
1140 struct ffp_frag_desc
1142 struct ffp_frag_settings settings;
1145 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1146 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1147 const struct ffp_frag_settings *settings);
1148 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1149 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1150 unsigned int ffp_frag_program_key_hash(const void *key);
1152 /*****************************************************************************
1153 * IWineD3D implementation structure
1155 typedef struct IWineD3DImpl
1157 /* IUnknown fields */
1158 const IWineD3DVtbl *lpVtbl;
1159 LONG ref; /* Note: Ref counting not required */
1161 /* WineD3D Information */
1166 struct WineD3DAdapter adapters[1];
1169 extern const IWineD3DVtbl IWineD3D_Vtbl;
1171 BOOL InitAdapters(IWineD3DImpl *This);
1173 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1174 (since it will break quite a few things until contexts are managed properly!) */
1175 extern BOOL pbuffer_support;
1176 /* allocate one pbuffer per surface */
1177 extern BOOL pbuffer_per_surface;
1179 /* A helper function that dumps a resource list */
1180 void dumpResources(struct list *list);
1182 /*****************************************************************************
1183 * IWineD3DDevice implementation structure
1185 #define WINED3D_UNMAPPED_STAGE ~0U
1187 struct IWineD3DDeviceImpl
1189 /* IUnknown fields */
1190 const IWineD3DDeviceVtbl *lpVtbl;
1191 LONG ref; /* Note: Ref counting not required */
1193 /* WineD3D Information */
1195 IWineD3DDeviceParent *device_parent;
1197 struct WineD3DAdapter *adapter;
1199 /* Window styles to restore when switching fullscreen mode */
1203 /* X and GL Information */
1204 GLint maxConcurrentLights;
1205 GLenum offscreenBuffer;
1207 /* Selected capabilities */
1208 int vs_selected_mode;
1209 int ps_selected_mode;
1210 const shader_backend_t *shader_backend;
1212 void *fragment_priv;
1214 struct StateEntry StateTable[STATE_HIGHEST + 1];
1215 /* Array of functions for states which are handled by more than one pipeline part */
1216 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1217 const struct fragment_pipeline *frag_pipe;
1218 const struct blit_shader *blitter;
1220 unsigned int max_ffp_textures, max_ffp_texture_stages;
1221 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1223 WORD view_ident : 1; /* true iff view matrix is identity */
1224 WORD untransformed : 1;
1225 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1226 WORD isRecordingState : 1;
1228 WORD render_offscreen : 1;
1229 WORD bCursorVisible : 1;
1230 WORD haveHardwareCursor : 1;
1231 WORD d3d_initialized : 1;
1232 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1233 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1234 WORD useDrawStridedSlow : 1;
1235 WORD instancedDraw : 1;
1238 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1240 #define DDRAW_PITCH_ALIGNMENT 8
1241 #define D3D8_PITCH_ALIGNMENT 4
1242 unsigned char surface_alignment; /* Line Alignment of surfaces */
1244 /* State block related */
1245 IWineD3DStateBlockImpl *stateBlock;
1246 IWineD3DStateBlockImpl *updateStateBlock;
1248 /* Internal use fields */
1249 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1251 WINED3DDEVTYPE devType;
1253 IWineD3DSwapChain **swapchains;
1254 UINT NumberOfSwapChains;
1256 struct list resources; /* a linked list to track resources created by the device */
1257 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1258 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1260 /* Render Target Support */
1261 IWineD3DSurface **render_targets;
1262 IWineD3DSurface *auto_depth_stencil_buffer;
1263 IWineD3DSurface *stencilBufferTarget;
1265 /* Caches to avoid unneeded context changes */
1266 IWineD3DSurface *lastActiveRenderTarget;
1267 IWineD3DSwapChain *lastActiveSwapChain;
1269 /* palettes texture management */
1270 UINT NumberOfPalettes;
1271 PALETTEENTRY **palettes;
1272 UINT currentPalette;
1273 UINT paletteConversionShader;
1275 /* For rendering to a texture using glCopyTexImage */
1276 GLenum *draw_buffers;
1277 GLuint depth_blt_texture;
1278 GLuint depth_blt_rb;
1279 UINT depth_blt_rb_w;
1280 UINT depth_blt_rb_h;
1282 /* Cursor management */
1287 UINT cursorWidth, cursorHeight;
1288 GLuint cursorTexture;
1289 HCURSOR hardwareCursor;
1291 /* The Wine logo surface */
1292 IWineD3DSurface *logo_surface;
1294 /* Textures for when no other textures are mapped */
1295 UINT dummyTextureName[MAX_TEXTURES];
1297 /* Device state management */
1300 /* DirectDraw stuff */
1301 DWORD ddraw_width, ddraw_height;
1302 WINED3DFORMAT ddraw_format;
1304 /* Final position fixup constant */
1307 /* With register combiners we can skip junk texture stages */
1308 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1309 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1311 /* Stream source management */
1312 struct wined3d_stream_info strided_streams;
1313 const WineDirect3DVertexStridedData *up_strided;
1315 /* Context management */
1316 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1317 WineD3DContext *activeContext;
1320 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1321 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1323 /* High level patch management */
1324 #define PATCHMAP_SIZE 43
1325 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1326 struct list patches[PATCHMAP_SIZE];
1327 struct WineD3DRectPatch *currentPatch;
1330 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1332 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1333 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1334 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1335 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1336 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1337 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1338 float Z, DWORD Stencil);
1339 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1340 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1341 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1342 DWORD idx = state >> 5;
1343 BYTE shift = state & 0x1f;
1344 return context->isStateDirty[idx] & (1 << shift);
1347 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1348 typedef struct PrivateData
1353 DWORD flags; /* DDSPD_* */
1364 /*****************************************************************************
1365 * IWineD3DResource implementation structure
1367 typedef struct IWineD3DResourceClass
1369 /* IUnknown fields */
1370 LONG ref; /* Note: Ref counting not required */
1372 /* WineD3DResource Information */
1374 WINED3DRESOURCETYPE resourceType;
1375 IWineD3DDeviceImpl *wineD3DDevice;
1379 const struct GlPixelFormatDesc *format_desc;
1381 BYTE *allocatedMemory; /* Pointer to the real data location */
1382 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1383 struct list privateData;
1384 struct list resource_list_entry;
1386 } IWineD3DResourceClass;
1388 typedef struct IWineD3DResourceImpl
1390 /* IUnknown & WineD3DResource Information */
1391 const IWineD3DResourceVtbl *lpVtbl;
1392 IWineD3DResourceClass resource;
1393 } IWineD3DResourceImpl;
1395 void resource_cleanup(IWineD3DResource *iface);
1396 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1397 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1398 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1399 DWORD resource_get_priority(IWineD3DResource *iface);
1400 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1401 void *data, DWORD *data_size);
1402 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1403 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1404 WINED3DPOOL pool, IUnknown *parent);
1405 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1406 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1407 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1408 const void *data, DWORD data_size, DWORD flags);
1410 /* Tests show that the start address of resources is 32 byte aligned */
1411 #define RESOURCE_ALIGNMENT 32
1413 /*****************************************************************************
1414 * IWineD3DBaseTexture D3D- > openGL state map lookups
1416 #define WINED3DFUNC_NOTSUPPORTED -2
1417 #define WINED3DFUNC_UNIMPLEMENTED -1
1419 typedef enum winetexturestates {
1420 WINED3DTEXSTA_ADDRESSU = 0,
1421 WINED3DTEXSTA_ADDRESSV = 1,
1422 WINED3DTEXSTA_ADDRESSW = 2,
1423 WINED3DTEXSTA_BORDERCOLOR = 3,
1424 WINED3DTEXSTA_MAGFILTER = 4,
1425 WINED3DTEXSTA_MINFILTER = 5,
1426 WINED3DTEXSTA_MIPFILTER = 6,
1427 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1428 WINED3DTEXSTA_MAXANISOTROPY = 8,
1429 WINED3DTEXSTA_SRGBTEXTURE = 9,
1430 WINED3DTEXSTA_ELEMENTINDEX = 10,
1431 WINED3DTEXSTA_DMAPOFFSET = 11,
1432 WINED3DTEXSTA_TSSADDRESSW = 12,
1433 MAX_WINETEXTURESTATES = 13,
1434 } winetexturestates;
1438 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1439 SRGB_RGB = 1, /* Loads the rgb texture */
1440 SRGB_SRGB = 2, /* Loads the srgb texture */
1441 SRGB_BOTH = 3, /* Loads both textures */
1444 /*****************************************************************************
1445 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1447 typedef struct IWineD3DBaseTextureClass
1449 DWORD states[MAX_WINETEXTURESTATES];
1450 DWORD srgbstates[MAX_WINETEXTURESTATES];
1452 BOOL dirty, srgbDirty;
1453 UINT textureName, srgbTextureName;
1454 float pow2Matrix[16];
1456 WINED3DTEXTUREFILTERTYPE filterType;
1460 BOOL pow2Matrix_identity;
1461 const struct min_lookup *minMipLookup;
1462 const GLenum *magLookup;
1463 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1464 } IWineD3DBaseTextureClass;
1466 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1467 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1468 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1469 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1471 typedef struct IWineD3DBaseTextureImpl
1473 /* IUnknown & WineD3DResource Information */
1474 const IWineD3DBaseTextureVtbl *lpVtbl;
1475 IWineD3DResourceClass resource;
1476 IWineD3DBaseTextureClass baseTexture;
1478 } IWineD3DBaseTextureImpl;
1480 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1481 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1482 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1483 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1484 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1485 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1486 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1487 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1488 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1489 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1490 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1491 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1492 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1493 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1494 void basetexture_unload(IWineD3DBaseTexture *iface);
1495 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1496 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1497 This->baseTexture.is_srgb = srgb;
1500 /*****************************************************************************
1501 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1503 typedef struct IWineD3DTextureImpl
1505 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1506 const IWineD3DTextureVtbl *lpVtbl;
1507 IWineD3DResourceClass resource;
1508 IWineD3DBaseTextureClass baseTexture;
1510 /* IWineD3DTexture */
1511 IWineD3DSurface *surfaces[MAX_LEVELS];
1515 } IWineD3DTextureImpl;
1517 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1519 /*****************************************************************************
1520 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1522 typedef struct IWineD3DCubeTextureImpl
1524 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1525 const IWineD3DCubeTextureVtbl *lpVtbl;
1526 IWineD3DResourceClass resource;
1527 IWineD3DBaseTextureClass baseTexture;
1529 /* IWineD3DCubeTexture */
1530 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1531 } IWineD3DCubeTextureImpl;
1533 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1535 typedef struct _WINED3DVOLUMET_DESC
1540 } WINED3DVOLUMET_DESC;
1542 /*****************************************************************************
1543 * IWineD3DVolume implementation structure (extends IUnknown)
1545 typedef struct IWineD3DVolumeImpl
1547 /* IUnknown & WineD3DResource fields */
1548 const IWineD3DVolumeVtbl *lpVtbl;
1549 IWineD3DResourceClass resource;
1551 /* WineD3DVolume Information */
1552 WINED3DVOLUMET_DESC currentDesc;
1553 IWineD3DBase *container;
1556 WINED3DBOX lockedBox;
1557 WINED3DBOX dirtyBox;
1559 } IWineD3DVolumeImpl;
1561 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1563 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1565 /*****************************************************************************
1566 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1568 typedef struct IWineD3DVolumeTextureImpl
1570 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1571 const IWineD3DVolumeTextureVtbl *lpVtbl;
1572 IWineD3DResourceClass resource;
1573 IWineD3DBaseTextureClass baseTexture;
1575 /* IWineD3DVolumeTexture */
1576 IWineD3DVolume *volumes[MAX_LEVELS];
1577 } IWineD3DVolumeTextureImpl;
1579 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1581 typedef struct _WINED3DSURFACET_DESC
1583 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1584 DWORD MultiSampleQuality;
1587 } WINED3DSURFACET_DESC;
1589 /*****************************************************************************
1590 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1592 typedef struct wineD3DSurface_DIB {
1598 } wineD3DSurface_DIB;
1605 } renderbuffer_entry_t;
1610 IWineD3DSurface **render_targets;
1611 IWineD3DSurface *depth_stencil;
1616 /*****************************************************************************
1617 * IWineD3DClipp implementation structure
1619 typedef struct IWineD3DClipperImpl
1621 const IWineD3DClipperVtbl *lpVtbl;
1626 } IWineD3DClipperImpl;
1629 /*****************************************************************************
1630 * IWineD3DSurface implementation structure
1632 struct IWineD3DSurfaceImpl
1634 /* IUnknown & IWineD3DResource Information */
1635 const IWineD3DSurfaceVtbl *lpVtbl;
1636 IWineD3DResourceClass resource;
1638 /* IWineD3DSurface fields */
1639 IWineD3DBase *container;
1640 WINED3DSURFACET_DESC currentDesc;
1641 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1642 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1644 /* TODO: move this off into a management class(maybe!) */
1650 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1651 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1653 /* Oversized texture */
1662 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1664 glDescriptor glDescription;
1667 wineD3DSurface_DIB dib;
1670 /* Color keys for DDraw */
1671 WINEDDCOLORKEY DestBltCKey;
1672 WINEDDCOLORKEY DestOverlayCKey;
1673 WINEDDCOLORKEY SrcOverlayCKey;
1674 WINEDDCOLORKEY SrcBltCKey;
1677 WINEDDCOLORKEY glCKey;
1679 struct list renderbuffers;
1680 renderbuffer_entry_t *current_renderbuffer;
1682 /* DirectDraw clippers */
1683 IWineD3DClipper *clipper;
1685 /* DirectDraw Overlay handling */
1686 RECT overlay_srcrect;
1687 RECT overlay_destrect;
1688 IWineD3DSurfaceImpl *overlay_dest;
1689 struct list overlays;
1690 struct list overlay_entry;
1693 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1694 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1696 /* Predeclare the shared Surface functions */
1697 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1698 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1699 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1700 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1701 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1702 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1703 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1704 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1705 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1706 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1707 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1708 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1709 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1710 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1711 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1712 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1713 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1714 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1715 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1716 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1717 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1718 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1719 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1720 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1721 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1722 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1723 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1724 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1725 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1726 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1727 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1728 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1729 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1730 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1731 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1732 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1733 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1734 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1736 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1737 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1738 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1739 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1741 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1743 /* Surface flags: */
1744 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1745 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1746 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1747 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1748 #define SFLAG_DISCARD 0x00000010 /* ??? */
1749 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1750 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1751 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1752 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1753 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1754 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1755 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1756 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1757 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1758 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1759 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1760 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1761 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1762 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1763 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1764 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1765 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1766 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1767 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1768 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1770 /* In some conditions the surface memory must not be freed:
1771 * SFLAG_OVERSIZE: Not all data can be kept in GL
1772 * SFLAG_CONVERTED: Converting the data back would take too long
1773 * SFLAG_DIBSECTION: The dib code manages the memory
1774 * SFLAG_LOCKED: The app requires access to the surface data
1775 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1776 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1777 * SFLAG_CLIENT: OpenGL uses our memory as backup
1779 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1781 SFLAG_DIBSECTION | \
1788 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1790 SFLAG_INDRAWABLE | \
1793 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1795 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1797 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1802 CONVERT_PALETTED_CK,
1806 CONVERT_CK_4444_ARGB,
1811 CONVERT_CK_8888_ARGB,
1822 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1824 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1826 /*****************************************************************************
1827 * IWineD3DVertexDeclaration implementation structure
1829 #define MAX_ATTRIBS 16
1831 struct wined3d_vertex_declaration_element
1833 const struct GlPixelFormatDesc *format_desc;
1843 typedef struct IWineD3DVertexDeclarationImpl {
1844 /* IUnknown Information */
1845 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1849 IWineD3DDeviceImpl *wineD3DDevice;
1851 struct wined3d_vertex_declaration_element *elements;
1854 DWORD streams[MAX_STREAMS];
1856 BOOL position_transformed;
1857 BOOL half_float_conv_needed;
1858 } IWineD3DVertexDeclarationImpl;
1860 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1862 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
1863 const WINED3DVERTEXELEMENT *elements, UINT element_count);
1865 /*****************************************************************************
1866 * IWineD3DStateBlock implementation structure
1869 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1870 /* Note: Very long winded but gl Lists are not flexible enough */
1871 /* to resolve everything we need, so doing it manually for now */
1872 typedef struct SAVEDSTATES {
1873 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1874 WORD streamSource; /* MAX_STREAMS, 16 */
1875 WORD streamFreq; /* MAX_STREAMS, 16 */
1876 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1877 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1878 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1879 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1880 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1881 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1882 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1883 BOOL *pixelShaderConstantsF;
1884 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1885 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1886 BOOL *vertexShaderConstantsF;
1887 WORD primitive_type : 1;
1891 WORD vertexDecl : 1;
1892 WORD pixelShader : 1;
1893 WORD vertexShader : 1;
1894 WORD scissorRect : 1;
1903 struct IWineD3DStateBlockImpl
1905 /* IUnknown fields */
1906 const IWineD3DStateBlockVtbl *lpVtbl;
1907 LONG ref; /* Note: Ref counting not required */
1909 /* IWineD3DStateBlock information */
1911 IWineD3DDeviceImpl *wineD3DDevice;
1912 WINED3DSTATEBLOCKTYPE blockType;
1914 /* Array indicating whether things have been set or changed */
1915 SAVEDSTATES changed;
1917 /* Vertex Shader Declaration */
1918 IWineD3DVertexDeclaration *vertexDecl;
1920 IWineD3DVertexShader *vertexShader;
1922 /* Vertex Shader Constants */
1923 BOOL vertexShaderConstantB[MAX_CONST_B];
1924 INT vertexShaderConstantI[MAX_CONST_I * 4];
1925 float *vertexShaderConstantF;
1927 /* primitive type */
1928 GLenum gl_primitive_type;
1932 UINT streamStride[MAX_STREAMS];
1933 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1934 IWineD3DBuffer *streamSource[MAX_STREAMS];
1935 UINT streamFreq[MAX_STREAMS + 1];
1936 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1939 IWineD3DBuffer* pIndexData;
1940 WINED3DFORMAT IndexFmt;
1941 INT baseVertexIndex;
1942 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1945 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1947 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1948 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1949 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1950 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1951 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1954 double clipplane[MAX_CLIPPLANES][4];
1955 WINED3DCLIPSTATUS clip_status;
1958 WINED3DVIEWPORT viewport;
1961 WINED3DMATERIAL material;
1964 IWineD3DPixelShader *pixelShader;
1966 /* Pixel Shader Constants */
1967 BOOL pixelShaderConstantB[MAX_CONST_B];
1968 INT pixelShaderConstantI[MAX_CONST_I * 4];
1969 float *pixelShaderConstantF;
1972 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1975 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1977 /* Texture State Stage */
1978 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1979 DWORD lowest_disabled_stage;
1980 /* Sampler States */
1981 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1983 /* Scissor test rectangle */
1986 /* Contained state management */
1987 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1988 unsigned int num_contained_render_states;
1989 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1990 unsigned int num_contained_transform_states;
1991 DWORD contained_vs_consts_i[MAX_CONST_I];
1992 unsigned int num_contained_vs_consts_i;
1993 DWORD contained_vs_consts_b[MAX_CONST_B];
1994 unsigned int num_contained_vs_consts_b;
1995 DWORD *contained_vs_consts_f;
1996 unsigned int num_contained_vs_consts_f;
1997 DWORD contained_ps_consts_i[MAX_CONST_I];
1998 unsigned int num_contained_ps_consts_i;
1999 DWORD contained_ps_consts_b[MAX_CONST_B];
2000 unsigned int num_contained_ps_consts_b;
2001 DWORD *contained_ps_consts_f;
2002 unsigned int num_contained_ps_consts_f;
2003 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2004 unsigned int num_contained_tss_states;
2005 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2006 unsigned int num_contained_sampler_states;
2009 extern void stateblock_savedstates_set(
2010 IWineD3DStateBlock* iface,
2011 SAVEDSTATES* states,
2014 extern void stateblock_copy(
2015 IWineD3DStateBlock* destination,
2016 IWineD3DStateBlock* source);
2018 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2020 /* Direct3D terminology with little modifications. We do not have an issued state
2021 * because only the driver knows about it, but we have a created state because d3d
2022 * allows GetData on a created issue, but opengl doesn't
2029 /*****************************************************************************
2030 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2032 typedef struct IWineD3DQueryImpl
2034 const IWineD3DQueryVtbl *lpVtbl;
2035 LONG ref; /* Note: Ref counting not required */
2038 /*TODO: replace with iface usage */
2040 IWineD3DDevice *wineD3DDevice;
2042 IWineD3DDeviceImpl *wineD3DDevice;
2045 /* IWineD3DQuery fields */
2046 enum query_state state;
2047 WINED3DQUERYTYPE type;
2048 /* TODO: Think about using a IUnknown instead of a void* */
2052 } IWineD3DQueryImpl;
2054 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2055 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2056 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2058 /* Datastructures for IWineD3DQueryImpl.extendedData */
2059 typedef struct WineQueryOcclusionData {
2061 WineD3DContext *ctx;
2062 } WineQueryOcclusionData;
2064 typedef struct WineQueryEventData {
2066 WineD3DContext *ctx;
2067 } WineQueryEventData;
2069 /* IWineD3DBuffer */
2071 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2072 * fixed function semantics as D3DCOLOR or FLOAT16 */
2073 enum wined3d_buffer_conversion_type
2078 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2081 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2082 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2083 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2084 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2085 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2087 struct wined3d_buffer
2089 const struct IWineD3DBufferVtbl *vtbl;
2090 IWineD3DResourceClass resource;
2092 struct wined3d_buffer_desc desc;
2094 GLuint buffer_object;
2095 GLenum buffer_object_usage;
2096 GLenum buffer_type_hint;
2097 UINT buffer_object_size;
2105 /* conversion stuff */
2106 UINT conversion_count;
2108 UINT stride; /* 0 if no conversion */
2109 UINT conversion_stride; /* 0 if no shifted conversion */
2110 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2111 /* Extra load offsets, for FLOAT16 conversion */
2112 UINT *conversion_shift; /* NULL if no shifted conversion */
2115 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2116 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2117 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2119 /* IWineD3DRendertargetView */
2120 struct wined3d_rendertarget_view
2122 const struct IWineD3DRendertargetViewVtbl *vtbl;
2125 IWineD3DResource *resource;
2129 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2131 /*****************************************************************************
2132 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2135 typedef struct IWineD3DSwapChainImpl
2138 const IWineD3DSwapChainVtbl *lpVtbl;
2139 LONG ref; /* Note: Ref counting not required */
2142 IWineD3DDeviceImpl *wineD3DDevice;
2144 /* IWineD3DSwapChain fields */
2145 IWineD3DSurface **backBuffer;
2146 IWineD3DSurface *frontBuffer;
2147 WINED3DPRESENT_PARAMETERS presentParms;
2148 DWORD orig_width, orig_height;
2149 WINED3DFORMAT orig_fmt;
2150 WINED3DGAMMARAMP orig_gamma;
2152 long prev_time, frames; /* Performance tracking */
2153 unsigned int vSyncCounter;
2155 WineD3DContext **context; /* Later a array for multithreading */
2156 unsigned int num_contexts;
2159 } IWineD3DSwapChainImpl;
2161 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2162 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2163 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2165 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2166 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2167 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2168 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2169 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2170 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2171 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2172 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2173 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2174 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2175 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2176 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2178 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2180 /*****************************************************************************
2181 * Utility function prototypes
2184 /* Trace routines */
2185 const char* debug_d3dformat(WINED3DFORMAT fmt);
2186 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2187 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2188 const char* debug_d3dusage(DWORD usage);
2189 const char* debug_d3dusagequery(DWORD usagequery);
2190 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2191 const char* debug_d3ddeclusage(BYTE usage);
2192 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2193 const char* debug_d3drenderstate(DWORD state);
2194 const char* debug_d3dsamplerstate(DWORD state);
2195 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2196 const char* debug_d3dtexturestate(DWORD state);
2197 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2198 const char* debug_d3dpool(WINED3DPOOL pool);
2199 const char *debug_fbostatus(GLenum status);
2200 const char *debug_glerror(GLenum error);
2201 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2202 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2203 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2204 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2205 const char *debug_surflocation(DWORD flag);
2207 /* Routines for GL <-> D3D values */
2208 GLenum StencilOp(DWORD op);
2209 GLenum CompareFunc(DWORD func);
2210 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2211 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2212 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2213 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2214 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2215 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2216 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2217 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2218 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2219 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2220 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2222 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2223 void surface_force_reload(IWineD3DSurface *iface);
2224 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2225 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2226 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2227 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2228 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2229 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2231 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2232 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2233 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2236 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2237 UINT wined3d_log2i(UINT32 x);
2239 typedef struct local_constant {
2245 /* Undocumented opcode controls */
2246 #define INST_CONTROLS_SHIFT 16
2247 #define INST_CONTROLS_MASK 0x00ff0000
2249 typedef enum COMPARISON_TYPE {
2258 typedef struct SHADER_LIMITS {
2259 unsigned int temporary;
2260 unsigned int texcoord;
2261 unsigned int sampler;
2262 unsigned int constant_int;
2263 unsigned int constant_float;
2264 unsigned int constant_bool;
2265 unsigned int address;
2266 unsigned int packed_output;
2267 unsigned int packed_input;
2268 unsigned int attributes;
2272 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2273 maintain state information between multiple codes */
2274 typedef struct SHADER_PARSE_STATE {
2275 unsigned int current_row;
2276 DWORD texcoord_w[2];
2277 } SHADER_PARSE_STATE;
2280 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2282 #define PRINTF_ATTR(fmt,args)
2285 /* Base Shader utility functions.
2286 * (may move callers into the same file in the future) */
2287 extern int shader_addline(
2288 SHADER_BUFFER* buffer,
2289 const char* fmt, ...) PRINTF_ATTR(2,3);
2290 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2292 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2294 /* Vertex shader utility functions */
2295 extern BOOL vshader_get_input(
2296 IWineD3DVertexShader* iface,
2297 BYTE usage_req, BYTE usage_idx_req,
2298 unsigned int* regnum);
2300 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2302 /* GLSL helper functions */
2303 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2305 /*****************************************************************************
2306 * IDirect3DBaseShader implementation structure
2308 typedef struct IWineD3DBaseShaderClass
2311 SHADER_LIMITS limits;
2312 SHADER_PARSE_STATE parse_state;
2313 CONST SHADER_OPCODE *shader_ins;
2315 UINT functionLength;
2316 UINT cur_loop_depth, cur_loop_regno;
2317 BOOL load_local_constsF;
2318 BOOL uses_bool_consts, uses_int_consts;
2320 /* Type of shader backend */
2323 /* Programs this shader is linked with */
2324 struct list linked_programs;
2326 /* Immediate constants (override global ones) */
2327 struct list constantsB;
2328 struct list constantsF;
2329 struct list constantsI;
2330 shader_reg_maps reg_maps;
2332 /* Pointer to the parent device */
2333 IWineD3DDevice *device;
2334 struct list shader_list_entry;
2336 } IWineD3DBaseShaderClass;
2338 typedef struct IWineD3DBaseShaderImpl {
2340 const IWineD3DBaseShaderVtbl *lpVtbl;
2342 /* IWineD3DBaseShader */
2343 IWineD3DBaseShaderClass baseShader;
2344 } IWineD3DBaseShaderImpl;
2346 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2347 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2348 void shader_cleanup(IWineD3DBaseShader *iface);
2349 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2350 struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
2351 const DWORD *byte_code);
2352 void shader_init(struct IWineD3DBaseShaderClass *shader,
2353 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2354 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2356 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2357 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2359 static inline int shader_get_regtype(const DWORD param) {
2360 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2361 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2364 static inline int shader_get_writemask(const DWORD param) {
2365 return param & WINED3DSP_WRITEMASK_ALL;
2368 static inline BOOL shader_is_pshader_version(DWORD token) {
2369 return 0xFFFF0000 == (token & 0xFFFF0000);
2372 static inline BOOL shader_is_vshader_version(DWORD token) {
2373 return 0xFFFE0000 == (token & 0xFFFF0000);
2376 static inline BOOL shader_is_comment(DWORD token) {
2377 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2380 static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
2382 switch (register_type)
2384 case WINED3DSPR_RASTOUT:
2386 if (register_idx != 0) return TRUE;
2390 case WINED3DSPR_DEPTHOUT: /* oDepth */
2391 case WINED3DSPR_CONSTBOOL: /* b# */
2392 case WINED3DSPR_LOOP: /* aL */
2393 case WINED3DSPR_PREDICATE: /* p0 */
2396 case WINED3DSPR_MISCTYPE:
2397 switch(register_idx)
2412 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2413 local_constant* lconst;
2415 if(This->baseShader.load_local_constsF) return FALSE;
2416 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2417 if(lconst->idx == reg) return TRUE;
2423 /*****************************************************************************
2424 * IDirect3DVertexShader implementation structures
2427 struct vs_compiled_shader {
2428 struct vs_compile_args args;
2432 typedef struct IWineD3DVertexShaderImpl {
2434 const IWineD3DVertexShaderVtbl *lpVtbl;
2436 /* IWineD3DBaseShader */
2437 IWineD3DBaseShaderClass baseShader;
2439 /* IWineD3DVertexShaderImpl */
2445 struct vs_compiled_shader *gl_shaders;
2446 UINT num_gl_shaders, shader_array_size;
2448 /* Vertex shader input and output semantics */
2449 struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2450 struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2452 UINT min_rel_offset, max_rel_offset;
2455 UINT recompile_count;
2457 const struct vs_compile_args *cur_args;
2458 } IWineD3DVertexShaderImpl;
2459 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2460 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2462 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2463 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2465 /*****************************************************************************
2466 * IDirect3DPixelShader implementation structure
2468 struct ps_compiled_shader {
2469 struct ps_compile_args args;
2473 typedef struct IWineD3DPixelShaderImpl {
2474 /* IUnknown parts */
2475 const IWineD3DPixelShaderVtbl *lpVtbl;
2477 /* IWineD3DBaseShader */
2478 IWineD3DBaseShaderClass baseShader;
2480 /* IWineD3DPixelShaderImpl */
2483 /* Pixel shader input semantics */
2484 struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2485 DWORD input_reg_map[MAX_REG_INPUT];
2486 BOOL input_reg_used[MAX_REG_INPUT];
2487 int declared_in_count;
2490 struct ps_compiled_shader *gl_shaders;
2491 UINT num_gl_shaders, shader_array_size;
2493 /* Some information about the shader behavior */
2494 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2495 unsigned char numbumpenvmatconsts;
2496 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2499 const struct ps_compile_args *cur_args;
2500 } IWineD3DPixelShaderImpl;
2502 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2503 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2504 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2505 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2507 /* sRGB correction constants */
2508 static const float srgb_cmp = 0.0031308;
2509 static const float srgb_mul_low = 12.92;
2510 static const float srgb_pow = 0.41666;
2511 static const float srgb_mul_high = 1.055;
2512 static const float srgb_sub_high = 0.055;
2514 /*****************************************************************************
2515 * IWineD3DPalette implementation structure
2517 struct IWineD3DPaletteImpl {
2518 /* IUnknown parts */
2519 const IWineD3DPaletteVtbl *lpVtbl;
2523 IWineD3DDeviceImpl *wineD3DDevice;
2525 /* IWineD3DPalette */
2527 WORD palVersion; /*| */
2528 WORD palNumEntries; /*| LOGPALETTE */
2529 PALETTEENTRY palents[256]; /*| */
2530 /* This is to store the palette in 'screen format' */
2531 int screen_palents[256];
2535 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2536 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2538 /* DirectDraw utility functions */
2539 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2541 /*****************************************************************************
2542 * Pixel format management
2545 struct GlPixelFormatDesc
2547 WINED3DFORMAT format;
2556 enum wined3d_ffp_emit_idx emit_idx;
2557 GLint component_count;
2559 GLint gl_vtx_format;
2560 GLboolean gl_normalized;
2561 unsigned int component_size;
2564 GLint glGammaInternal;
2570 struct color_fixup_desc color_fixup;
2573 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2575 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2577 return (stateblock->vertexShader
2578 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2579 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2582 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2584 return (stateblock->pixelShader
2585 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2588 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2589 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);