2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in) {
134 const unsigned short s = ((*in) & 0x8000);
135 const unsigned short e = ((*in) & 0x7C00) >> 10;
136 const unsigned short m = (*in) & 0x3FF;
137 const float sgn = (s ? -1.0 : 1.0);
140 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
145 if(m == 0) return sgn / 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in) {
152 float tmp = fabs(*in);
153 unsigned int mantissa;
156 /* Deal with special numbers */
157 if(*in == 0.0) return 0x0000;
158 if(isnan(*in)) return 0x7C01;
159 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp < pow(2, 10)) {
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
172 }while(tmp >= pow(2, 11));
175 mantissa = (unsigned int) tmp;
176 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
178 exp += 10; /* Normalize the mantissa */
179 exp += 15; /* Exponent is encoded with excess 15 */
181 if(exp > 30) { /* too big */
182 ret = 0x7c00; /* INF */
183 } else if(exp <= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
186 mantissa = mantissa >> 1;
189 ret = mantissa & 0x3ff;
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
219 #define SHADER_GLSL 2
221 #define SHADER_NONE 4
223 #define RTL_DISABLE -1
225 #define RTL_READDRAW 1
226 #define RTL_READTEX 2
227 #define RTL_TEXDRAW 3
230 /* NOTE: When adding fields to this structure, make sure to update the default
231 * values in wined3d_main.c as well. */
232 typedef struct wined3d_settings_s {
233 /* vertex and pixel shader modes */
237 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
238 we should use it. However, until it's fully implemented, we'll leave it as a registry
239 setting for developers. */
241 int offscreen_rendering_mode;
242 int rendertargetlock_mode;
243 /* Memory tracking and object counting */
244 unsigned int emulated_textureram;
246 } wined3d_settings_t;
248 extern wined3d_settings_t wined3d_settings;
250 /* Shader backends */
251 struct SHADER_OPCODE_ARG;
253 #define SHADER_PGMSIZE 65535
254 typedef struct SHADER_BUFFER {
263 DWORD MaxTextureBlendStages;
264 DWORD MaxSimultaneousTextures;
266 DWORD VertexShaderVersion;
267 DWORD MaxVertexShaderConst;
269 DWORD PixelShaderVersion;
270 float PixelShader1xMaxValue;
272 WINED3DVSHADERCAPS2_0 VS20Caps;
273 WINED3DPSHADERCAPS2_0 PS20Caps;
275 DWORD MaxVShaderInstructionsExecuted;
276 DWORD MaxPShaderInstructionsExecuted;
277 DWORD MaxVertexShader30InstructionSlots;
278 DWORD MaxPixelShader30InstructionSlots;
282 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
283 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
284 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
285 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
286 void (*shader_cleanup)(IWineD3DDevice *iface);
287 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
288 void (*shader_destroy)(IWineD3DBaseShader *iface);
289 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
290 void (*shader_free_private)(IWineD3DDevice *iface);
291 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
292 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
293 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
294 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
295 void (*shader_dll_load_init)(void);
296 const struct StateEntry *StateTable;
299 extern const shader_backend_t atifs_shader_backend;
300 extern const shader_backend_t glsl_shader_backend;
301 extern const shader_backend_t arb_program_shader_backend;
302 extern const shader_backend_t none_shader_backend;
304 /* GLSL shader private data */
305 struct shader_glsl_priv {
306 GLhandleARB depth_blt_glsl_program_id;
309 /* ARB_program_shader private data */
310 struct shader_arb_priv {
311 GLuint depth_blt_vprogram_id;
312 GLuint depth_blt_fprogram_id;
317 extern void (*wine_tsx11_lock_ptr)(void);
318 extern void (*wine_tsx11_unlock_ptr)(void);
320 /* As GLX relies on X, this is needed */
324 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
325 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
327 #define ENTER_GL() wine_tsx11_lock_ptr()
328 #define LEAVE_GL() wine_tsx11_unlock_ptr()
331 /*****************************************************************************
335 /* GL related defines */
336 /* ------------------ */
337 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
338 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
339 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
340 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
342 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
343 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
344 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
345 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
347 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
348 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
349 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
350 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
352 #define D3DCOLORTOGLFLOAT4(dw, vec) \
353 (vec)[0] = D3DCOLOR_R(dw); \
354 (vec)[1] = D3DCOLOR_G(dw); \
355 (vec)[2] = D3DCOLOR_B(dw); \
356 (vec)[3] = D3DCOLOR_A(dw);
358 /* DirectX Device Limits */
359 /* --------------------- */
360 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
362 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
363 See MaxStreams in MSDN under GetDeviceCaps */
364 /* Maximum number of constants provided to the shaders */
365 #define HIGHEST_TRANSFORMSTATE 512
366 /* Highest value in WINED3DTRANSFORMSTATETYPE */
367 #define MAX_PALETTES 256
369 /* Checking of API calls */
370 /* --------------------- */
371 #define checkGLcall(A) \
373 GLint err = glGetError(); \
374 if (err == GL_NO_ERROR) { \
375 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
378 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
379 debug_glerror(err), err, A, __FILE__, __LINE__); \
380 err = glGetError(); \
381 } while (err != GL_NO_ERROR); \
384 /* Trace routines / diagnostics */
385 /* ---------------------------- */
387 /* Dump out a matrix and copy it */
388 #define conv_mat(mat,gl_mat) \
390 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
391 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
392 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
393 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
394 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
397 /* Macro to dump out the current state of the light chain */
398 #define DUMP_LIGHT_CHAIN() \
400 PLIGHTINFOEL *el = This->stateBlock->lights;\
402 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
407 /* Trace vector and strided data information */
408 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
409 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
410 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
412 /* Defines used for optimizations */
414 /* Only reapply what is necessary */
415 #define REAPPLY_ALPHAOP 0x0001
416 #define REAPPLY_ALL 0xFFFF
418 /* Advance declaration of structures to satisfy compiler */
419 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
420 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
421 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
422 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
424 /* Global variables */
425 extern const float identity[16];
427 /*****************************************************************************
428 * Compilable extra diagnostics
431 /* Trace information per-vertex: (extremely high amount of trace) */
432 #if 0 /* NOTE: Must be 0 in cvs */
433 # define VTRACE(A) TRACE A
438 /* Checking of per-vertex related GL calls */
439 /* --------------------- */
440 #define vcheckGLcall(A) \
442 GLint err = glGetError(); \
443 if (err == GL_NO_ERROR) { \
444 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
447 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
448 debug_glerror(err), err, A, __FILE__, __LINE__); \
449 err = glGetError(); \
450 } while (err != GL_NO_ERROR); \
453 /* TODO: Confirm each of these works when wined3d move completed */
454 #if 0 /* NOTE: Must be 0 in cvs */
455 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
456 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
457 is enabled, and if it doesn't exist it is disabled. */
458 # define FRAME_DEBUGGING
459 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
460 the file is deleted */
461 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
462 # define SINGLE_FRAME_DEBUGGING
464 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
465 It can only be enabled when FRAME_DEBUGGING is also enabled
466 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
468 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
469 # define SHOW_FRAME_MAKEUP 1
471 /* The following, when enabled, lets you see the makeup of the all the textures used during each
472 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
473 The contents of the textures assigned to each stage are written into
474 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
475 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
476 # define SHOW_TEXTURE_MAKEUP 0
479 extern BOOL isDumpingFrames;
480 extern LONG primCounter;
483 /*****************************************************************************
487 /* Routine common to the draw primitive and draw indexed primitive routines */
488 void drawPrimitive(IWineD3DDevice *iface,
492 long StartVertexIndex,
493 UINT numberOfVertices,
499 void primitiveDeclarationConvertToStridedData(
500 IWineD3DDevice *iface,
501 BOOL useVertexShaderFunction,
502 WineDirect3DVertexStridedData *strided,
505 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
507 typedef void (*glAttribFunc)(void *data);
508 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
509 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
510 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
511 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
512 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
516 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
517 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
519 void depth_copy(IWineD3DDevice *iface);
521 /* Routines and structures related to state management */
522 typedef struct WineD3DContext WineD3DContext;
523 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
525 #define STATE_RENDER(a) (a)
526 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
528 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
529 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
531 /* + 1 because samplers start with 0 */
532 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
533 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
535 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
536 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
538 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
539 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
541 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
542 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
543 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
544 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
546 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
547 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
549 #define STATE_VSHADER (STATE_VDECL + 1)
550 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
552 #define STATE_VIEWPORT (STATE_VSHADER + 1)
553 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
555 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
556 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
557 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
558 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
560 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
561 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
563 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
564 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
566 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
567 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
569 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
571 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
573 #define STATE_HIGHEST (STATE_FRONTFACE)
577 DWORD representative;
578 APPLYSTATEFUNC apply;
581 /* "Base" state table */
582 extern const struct StateEntry FFPStateTable[];
584 /* The new context manager that should deal with onscreen and offscreen rendering */
585 struct WineD3DContext {
586 /* State dirtification
587 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
588 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
589 * 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
590 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
592 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
593 DWORD numDirtyEntries;
594 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
596 IWineD3DSurface *surface;
597 DWORD tid; /* Thread ID which owns this context at the moment */
599 /* Stores some information about the context state for optimization */
600 GLint last_draw_buffer;
601 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
602 BOOL last_was_pshader;
603 BOOL last_was_vshader;
604 BOOL last_was_foggy_shader;
605 BOOL namedArraysLoaded, numberedArraysLoaded;
606 BOOL lastWasPow2Texture[MAX_TEXTURES];
607 GLenum tracking_parm; /* Which source is tracking current colour */
608 unsigned char num_untracked_materials;
609 GLenum untracked_materials[2];
610 BOOL last_was_blit, last_was_ckey;
611 char texShaderBumpMap;
614 char *vshader_const_dirty, *pshader_const_dirty;
616 /* The actual opengl context */
624 typedef enum ContextUsage {
625 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
626 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
627 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
628 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
631 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
632 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
633 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
634 void apply_fbo_state(IWineD3DDevice *iface);
636 /* Macros for doing basic GPU detection based on opengl capabilities */
637 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
638 #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])
639 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
640 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
642 /* Default callbacks for implicit object destruction */
643 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
645 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
647 /*****************************************************************************
648 * Internal representation of a light
650 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
651 struct PLIGHTINFOEL {
652 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
659 /* Converted parms to speed up swapping lights */
668 /* The default light parameters */
669 extern const WINED3DLIGHT WINED3D_default_light;
671 typedef struct WineD3D_PixelFormat
673 int iPixelFormat; /* WGL pixel format */
674 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
675 int redSize, greenSize, blueSize, alphaSize;
676 int depthSize, stencilSize;
678 BOOL pbufferDrawable;
679 } WineD3D_PixelFormat;
681 /* The adapter structure */
682 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
683 struct WineD3DAdapter
687 WineD3D_GL_Info gl_info;
689 const char *description;
690 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
692 WineD3D_PixelFormat *cfgs;
693 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
694 unsigned int UsedTextureRam;
697 extern BOOL InitAdapters(void);
698 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
699 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
701 /*****************************************************************************
702 * High order patch management
704 struct WineD3DRectPatch
708 WineDirect3DVertexStridedData strided;
709 WINED3DRECTPATCH_INFO RectPatchInfo;
711 char has_normals, has_texcoords;
715 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
717 enum projection_types
724 /*****************************************************************************
725 * Fixed function pipeline replacements
727 struct texture_stage_op
729 WINED3DTEXTUREOP cop, aop;
730 DWORD carg1, carg2, carg0;
731 DWORD aarg1, aarg2, aarg0;
732 WINED3DFORMAT color_correction;
733 enum projection_types projected;
738 struct texture_stage_op op[MAX_TEXTURES];
742 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
743 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
744 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
746 /*****************************************************************************
747 * IWineD3D implementation structure
749 typedef struct IWineD3DImpl
751 /* IUnknown fields */
752 const IWineD3DVtbl *lpVtbl;
753 LONG ref; /* Note: Ref counting not required */
755 /* WineD3D Information */
760 extern const IWineD3DVtbl IWineD3D_Vtbl;
762 /* TODO: setup some flags in the registry to enable, disable pbuffer support
763 (since it will break quite a few things until contexts are managed properly!) */
764 extern BOOL pbuffer_support;
765 /* allocate one pbuffer per surface */
766 extern BOOL pbuffer_per_surface;
768 /* A helper function that dumps a resource list */
769 void dumpResources(struct list *list);
771 /*****************************************************************************
772 * IWineD3DDevice implementation structure
774 struct IWineD3DDeviceImpl
776 /* IUnknown fields */
777 const IWineD3DDeviceVtbl *lpVtbl;
778 LONG ref; /* Note: Ref counting not required */
780 /* WineD3D Information */
783 struct WineD3DAdapter *adapter;
785 /* Window styles to restore when switching fullscreen mode */
789 /* X and GL Information */
790 GLint maxConcurrentLights;
791 GLenum offscreenBuffer;
793 /* Selected capabilities */
794 int vs_selected_mode;
795 int ps_selected_mode;
796 const shader_backend_t *shader_backend;
797 hash_table_t *glsl_program_lookup;
801 BOOL view_ident; /* true iff view matrix is identity */
803 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
804 unsigned char surface_alignment; /* Line Alignment of surfaces */
806 /* State block related */
807 BOOL isRecordingState;
808 IWineD3DStateBlockImpl *stateBlock;
809 IWineD3DStateBlockImpl *updateStateBlock;
812 /* Internal use fields */
813 WINED3DDEVICE_CREATION_PARAMETERS createParms;
815 WINED3DDEVTYPE devType;
817 IWineD3DSwapChain **swapchains;
818 UINT NumberOfSwapChains;
820 struct list resources; /* a linked list to track resources created by the device */
821 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
822 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
824 /* Render Target Support */
825 IWineD3DSurface **render_targets;
826 IWineD3DSurface *auto_depth_stencil_buffer;
827 IWineD3DSurface **fbo_color_attachments;
828 IWineD3DSurface *fbo_depth_attachment;
830 IWineD3DSurface *stencilBufferTarget;
832 /* Caches to avoid unneeded context changes */
833 IWineD3DSurface *lastActiveRenderTarget;
834 IWineD3DSwapChain *lastActiveSwapChain;
836 /* palettes texture management */
837 PALETTEENTRY palettes[MAX_PALETTES][256];
839 UINT paletteConversionShader;
841 /* For rendering to a texture using glCopyTexImage */
842 BOOL render_offscreen;
843 WINED3D_DEPTHCOPYSTATE depth_copy_state;
847 GLenum *draw_buffers;
848 GLuint depth_blt_texture;
850 /* Cursor management */
856 UINT cursorWidth, cursorHeight;
857 GLuint cursorTexture;
858 BOOL haveHardwareCursor;
859 HCURSOR hardwareCursor;
861 /* The Wine logo surface */
862 IWineD3DSurface *logo_surface;
864 /* Textures for when no other textures are mapped */
865 UINT dummyTextureName[MAX_TEXTURES];
867 /* Debug stream management */
870 /* Device state management */
872 BOOL d3d_initialized;
874 /* A flag to check for proper BeginScene / EndScene call pairs */
877 /* process vertex shaders using software or hardware */
878 BOOL softwareVertexProcessing;
880 /* DirectDraw stuff */
882 IWineD3DSurface *ddraw_primary;
883 DWORD ddraw_width, ddraw_height;
884 WINED3DFORMAT ddraw_format;
885 BOOL ddraw_fullscreen;
887 /* Final position fixup constant */
890 /* With register combiners we can skip junk texture stages */
891 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
892 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
893 BOOL fixed_function_usage_map[MAX_TEXTURES];
895 /* Stream source management */
896 WineDirect3DVertexStridedData strided_streams;
897 WineDirect3DVertexStridedData *up_strided;
898 BOOL useDrawStridedSlow;
901 /* Context management */
902 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
903 WineD3DContext *activeContext;
906 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
907 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
909 /* High level patch management */
910 #define PATCHMAP_SIZE 43
911 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
912 struct list patches[PATCHMAP_SIZE];
913 struct WineD3DRectPatch *currentPatch;
916 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
918 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
919 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
920 float Z, DWORD Stencil);
921 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
922 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
923 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
924 DWORD idx = state >> 5;
925 BYTE shift = state & 0x1f;
926 return context->isStateDirty[idx] & (1 << shift);
929 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
930 typedef struct PrivateData
935 DWORD flags; /* DDSPD_* */
936 DWORD uniqueness_value;
947 /*****************************************************************************
948 * IWineD3DResource implementation structure
950 typedef struct IWineD3DResourceClass
952 /* IUnknown fields */
953 LONG ref; /* Note: Ref counting not required */
955 /* WineD3DResource Information */
957 WINED3DRESOURCETYPE resourceType;
958 IWineD3DDeviceImpl *wineD3DDevice;
962 WINED3DFORMAT format;
963 BYTE *allocatedMemory; /* Pointer to the real data location */
964 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
965 struct list privateData;
966 struct list resource_list_entry;
968 } IWineD3DResourceClass;
970 typedef struct IWineD3DResourceImpl
972 /* IUnknown & WineD3DResource Information */
973 const IWineD3DResourceVtbl *lpVtbl;
974 IWineD3DResourceClass resource;
975 } IWineD3DResourceImpl;
977 /* Tests show that the start address of resources is 32 byte aligned */
978 #define RESOURCE_ALIGNMENT 32
980 /*****************************************************************************
981 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
983 enum vbo_conversion_type {
987 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
989 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
990 * fixed function semantics as D3DCOLOR or FLOAT16
994 typedef struct IWineD3DVertexBufferImpl
996 /* IUnknown & WineD3DResource Information */
997 const IWineD3DVertexBufferVtbl *lpVtbl;
998 IWineD3DResourceClass resource;
1000 /* WineD3DVertexBuffer specifics */
1003 /* Vertex buffer object support */
1010 UINT dirtystart, dirtyend;
1013 LONG declChanges, draws;
1014 /* Last description of the buffer */
1015 DWORD stride; /* 0 if no conversion */
1016 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1018 /* Extra load offsets, for FLOAT16 conversion */
1019 DWORD *conv_shift; /* NULL if no shifted conversion */
1020 DWORD conv_stride; /* 0 if no shifted conversion */
1021 } IWineD3DVertexBufferImpl;
1023 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1025 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1026 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1027 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1028 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1030 /*****************************************************************************
1031 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1033 typedef struct IWineD3DIndexBufferImpl
1035 /* IUnknown & WineD3DResource Information */
1036 const IWineD3DIndexBufferVtbl *lpVtbl;
1037 IWineD3DResourceClass resource;
1040 UINT dirtystart, dirtyend;
1043 /* WineD3DVertexBuffer specifics */
1044 } IWineD3DIndexBufferImpl;
1046 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1048 /*****************************************************************************
1049 * IWineD3DBaseTexture D3D- > openGL state map lookups
1051 #define WINED3DFUNC_NOTSUPPORTED -2
1052 #define WINED3DFUNC_UNIMPLEMENTED -1
1054 typedef enum winetexturestates {
1055 WINED3DTEXSTA_ADDRESSU = 0,
1056 WINED3DTEXSTA_ADDRESSV = 1,
1057 WINED3DTEXSTA_ADDRESSW = 2,
1058 WINED3DTEXSTA_BORDERCOLOR = 3,
1059 WINED3DTEXSTA_MAGFILTER = 4,
1060 WINED3DTEXSTA_MINFILTER = 5,
1061 WINED3DTEXSTA_MIPFILTER = 6,
1062 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1063 WINED3DTEXSTA_MAXANISOTROPY = 8,
1064 WINED3DTEXSTA_SRGBTEXTURE = 9,
1065 WINED3DTEXSTA_ELEMENTINDEX = 10,
1066 WINED3DTEXSTA_DMAPOFFSET = 11,
1067 WINED3DTEXSTA_TSSADDRESSW = 12,
1068 MAX_WINETEXTURESTATES = 13,
1069 } winetexturestates;
1071 /*****************************************************************************
1072 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1074 typedef struct IWineD3DBaseTextureClass
1080 WINED3DTEXTUREFILTERTYPE filterType;
1081 DWORD states[MAX_WINETEXTURESTATES];
1085 UINT srgb_mode_change_count;
1086 WINED3DFORMAT shader_conversion_group;
1087 float pow2Matrix[16];
1088 } IWineD3DBaseTextureClass;
1090 typedef struct IWineD3DBaseTextureImpl
1092 /* IUnknown & WineD3DResource Information */
1093 const IWineD3DBaseTextureVtbl *lpVtbl;
1094 IWineD3DResourceClass resource;
1095 IWineD3DBaseTextureClass baseTexture;
1097 } IWineD3DBaseTextureImpl;
1099 /*****************************************************************************
1100 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1102 typedef struct IWineD3DTextureImpl
1104 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1105 const IWineD3DTextureVtbl *lpVtbl;
1106 IWineD3DResourceClass resource;
1107 IWineD3DBaseTextureClass baseTexture;
1109 /* IWineD3DTexture */
1110 IWineD3DSurface *surfaces[MAX_LEVELS];
1116 } IWineD3DTextureImpl;
1118 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1120 /*****************************************************************************
1121 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1123 typedef struct IWineD3DCubeTextureImpl
1125 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1126 const IWineD3DCubeTextureVtbl *lpVtbl;
1127 IWineD3DResourceClass resource;
1128 IWineD3DBaseTextureClass baseTexture;
1130 /* IWineD3DCubeTexture */
1131 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1134 } IWineD3DCubeTextureImpl;
1136 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1138 typedef struct _WINED3DVOLUMET_DESC
1143 } WINED3DVOLUMET_DESC;
1145 /*****************************************************************************
1146 * IWineD3DVolume implementation structure (extends IUnknown)
1148 typedef struct IWineD3DVolumeImpl
1150 /* IUnknown & WineD3DResource fields */
1151 const IWineD3DVolumeVtbl *lpVtbl;
1152 IWineD3DResourceClass resource;
1154 /* WineD3DVolume Information */
1155 WINED3DVOLUMET_DESC currentDesc;
1156 IWineD3DBase *container;
1161 WINED3DBOX lockedBox;
1162 WINED3DBOX dirtyBox;
1166 } IWineD3DVolumeImpl;
1168 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1170 /*****************************************************************************
1171 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1173 typedef struct IWineD3DVolumeTextureImpl
1175 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1176 const IWineD3DVolumeTextureVtbl *lpVtbl;
1177 IWineD3DResourceClass resource;
1178 IWineD3DBaseTextureClass baseTexture;
1180 /* IWineD3DVolumeTexture */
1181 IWineD3DVolume *volumes[MAX_LEVELS];
1186 } IWineD3DVolumeTextureImpl;
1188 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1190 typedef struct _WINED3DSURFACET_DESC
1192 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1193 DWORD MultiSampleQuality;
1196 } WINED3DSURFACET_DESC;
1198 /*****************************************************************************
1199 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1201 typedef struct wineD3DSurface_DIB {
1207 } wineD3DSurface_DIB;
1214 } renderbuffer_entry_t;
1216 /*****************************************************************************
1217 * IWineD3DClipp implementation structure
1219 typedef struct IWineD3DClipperImpl
1221 const IWineD3DClipperVtbl *lpVtbl;
1226 } IWineD3DClipperImpl;
1229 /*****************************************************************************
1230 * IWineD3DSurface implementation structure
1232 struct IWineD3DSurfaceImpl
1234 /* IUnknown & IWineD3DResource Information */
1235 const IWineD3DSurfaceVtbl *lpVtbl;
1236 IWineD3DResourceClass resource;
1238 /* IWineD3DSurface fields */
1239 IWineD3DBase *container;
1240 WINED3DSURFACET_DESC currentDesc;
1241 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1242 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1246 /* TODO: move this off into a management class(maybe!) */
1252 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1253 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1255 /* Oversized texture */
1264 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1266 glDescriptor glDescription;
1270 wineD3DSurface_DIB dib;
1273 /* Color keys for DDraw */
1274 WINEDDCOLORKEY DestBltCKey;
1275 WINEDDCOLORKEY DestOverlayCKey;
1276 WINEDDCOLORKEY SrcOverlayCKey;
1277 WINEDDCOLORKEY SrcBltCKey;
1280 WINEDDCOLORKEY glCKey;
1282 struct list renderbuffers;
1283 renderbuffer_entry_t *current_renderbuffer;
1285 /* DirectDraw clippers */
1286 IWineD3DClipper *clipper;
1289 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1290 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1292 /* Predeclare the shared Surface functions */
1293 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1294 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1295 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1296 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1297 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1298 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1299 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1300 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1301 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1302 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1304 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1313 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1322 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1326 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1328 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1330 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1331 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1332 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1333 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1335 /* Surface flags: */
1336 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1337 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1338 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1339 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1340 #define SFLAG_DISCARD 0x00000010 /* ??? */
1341 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1342 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1343 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1344 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1345 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1346 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1347 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1348 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1349 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1350 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1351 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1352 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1353 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1354 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1356 /* In some conditions the surface memory must not be freed:
1357 * SFLAG_OVERSIZE: Not all data can be kept in GL
1358 * SFLAG_CONVERTED: Converting the data back would take too long
1359 * SFLAG_DIBSECTION: The dib code manages the memory
1360 * SFLAG_LOCKED: The app requires access to the surface data
1361 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1362 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1363 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1364 * SFLAG_CLIENT: OpenGL uses our memory as backup
1366 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1368 SFLAG_DIBSECTION | \
1376 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1379 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1384 CONVERT_PALETTED_CK,
1388 CONVERT_CK_4444_ARGB,
1393 CONVERT_CK_8888_ARGB,
1406 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);
1408 /*****************************************************************************
1409 * IWineD3DVertexDeclaration implementation structure
1411 typedef struct attrib_declaration {
1414 } attrib_declaration;
1416 #define MAX_ATTRIBS 16
1418 typedef struct IWineD3DVertexDeclarationImpl {
1419 /* IUnknown Information */
1420 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1424 IWineD3DDeviceImpl *wineD3DDevice;
1426 WINED3DVERTEXELEMENT *pDeclarationWine;
1427 UINT declarationWNumElements;
1429 DWORD streams[MAX_STREAMS];
1431 BOOL position_transformed;
1432 BOOL half_float_conv_needed;
1434 /* Ordered array of declaration types that need swizzling in a vshader */
1435 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1436 UINT num_swizzled_attribs;
1437 } IWineD3DVertexDeclarationImpl;
1439 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1441 /*****************************************************************************
1442 * IWineD3DStateBlock implementation structure
1445 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1446 /* Note: Very long winded but gl Lists are not flexible enough */
1447 /* to resolve everything we need, so doing it manually for now */
1448 typedef struct SAVEDSTATES {
1452 BOOL streamSource[MAX_STREAMS];
1453 BOOL streamFreq[MAX_STREAMS];
1454 BOOL textures[MAX_COMBINED_SAMPLERS];
1455 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1457 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1458 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1459 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1460 BOOL clipplane[MAX_CLIPPLANES];
1463 BOOL pixelShaderConstantsB[MAX_CONST_B];
1464 BOOL pixelShaderConstantsI[MAX_CONST_I];
1465 BOOL *pixelShaderConstantsF;
1467 BOOL vertexShaderConstantsB[MAX_CONST_B];
1468 BOOL vertexShaderConstantsI[MAX_CONST_I];
1469 BOOL *vertexShaderConstantsF;
1484 struct IWineD3DStateBlockImpl
1486 /* IUnknown fields */
1487 const IWineD3DStateBlockVtbl *lpVtbl;
1488 LONG ref; /* Note: Ref counting not required */
1490 /* IWineD3DStateBlock information */
1492 IWineD3DDeviceImpl *wineD3DDevice;
1493 WINED3DSTATEBLOCKTYPE blockType;
1495 /* Array indicating whether things have been set or changed */
1496 SAVEDSTATES changed;
1497 struct list set_vconstantsF;
1498 struct list set_pconstantsF;
1500 /* Drawing - Vertex Shader or FVF related */
1502 /* Vertex Shader Declaration */
1503 IWineD3DVertexDeclaration *vertexDecl;
1505 IWineD3DVertexShader *vertexShader;
1507 /* Vertex Shader Constants */
1508 BOOL vertexShaderConstantB[MAX_CONST_B];
1509 INT vertexShaderConstantI[MAX_CONST_I * 4];
1510 float *vertexShaderConstantF;
1514 UINT streamStride[MAX_STREAMS];
1515 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1516 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1517 UINT streamFreq[MAX_STREAMS + 1];
1518 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1521 IWineD3DIndexBuffer* pIndexData;
1522 INT baseVertexIndex;
1523 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1526 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1528 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1529 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1530 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1531 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1532 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1535 double clipplane[MAX_CLIPPLANES][4];
1536 WINED3DCLIPSTATUS clip_status;
1539 WINED3DVIEWPORT viewport;
1542 WINED3DMATERIAL material;
1545 IWineD3DPixelShader *pixelShader;
1547 /* Pixel Shader Constants */
1548 BOOL pixelShaderConstantB[MAX_CONST_B];
1549 INT pixelShaderConstantI[MAX_CONST_I * 4];
1550 float *pixelShaderConstantF;
1553 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1556 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1557 int textureDimensions[MAX_COMBINED_SAMPLERS];
1559 /* Texture State Stage */
1560 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1561 DWORD lowest_disabled_stage;
1562 /* Sampler States */
1563 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1565 /* Current GLSL Shader Program */
1566 struct glsl_shader_prog_link *glsl_program;
1568 /* Scissor test rectangle */
1571 /* Contained state management */
1572 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1573 unsigned int num_contained_render_states;
1574 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1575 unsigned int num_contained_transform_states;
1576 DWORD contained_vs_consts_i[MAX_CONST_I];
1577 unsigned int num_contained_vs_consts_i;
1578 DWORD contained_vs_consts_b[MAX_CONST_B];
1579 unsigned int num_contained_vs_consts_b;
1580 DWORD *contained_vs_consts_f;
1581 unsigned int num_contained_vs_consts_f;
1582 DWORD contained_ps_consts_i[MAX_CONST_I];
1583 unsigned int num_contained_ps_consts_i;
1584 DWORD contained_ps_consts_b[MAX_CONST_B];
1585 unsigned int num_contained_ps_consts_b;
1586 DWORD *contained_ps_consts_f;
1587 unsigned int num_contained_ps_consts_f;
1588 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1589 unsigned int num_contained_tss_states;
1590 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1591 unsigned int num_contained_sampler_states;
1594 extern void stateblock_savedstates_set(
1595 IWineD3DStateBlock* iface,
1596 SAVEDSTATES* states,
1599 extern void stateblock_savedstates_copy(
1600 IWineD3DStateBlock* iface,
1602 SAVEDSTATES* source);
1604 extern void stateblock_copy(
1605 IWineD3DStateBlock* destination,
1606 IWineD3DStateBlock* source);
1608 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1610 /* Direct3D terminology with little modifications. We do not have an issued state
1611 * because only the driver knows about it, but we have a created state because d3d
1612 * allows GetData on a created issue, but opengl doesn't
1619 /*****************************************************************************
1620 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1622 typedef struct IWineD3DQueryImpl
1624 const IWineD3DQueryVtbl *lpVtbl;
1625 LONG ref; /* Note: Ref counting not required */
1628 /*TODO: replace with iface usage */
1630 IWineD3DDevice *wineD3DDevice;
1632 IWineD3DDeviceImpl *wineD3DDevice;
1635 /* IWineD3DQuery fields */
1636 enum query_state state;
1637 WINED3DQUERYTYPE type;
1638 /* TODO: Think about using a IUnknown instead of a void* */
1642 } IWineD3DQueryImpl;
1644 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1645 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1646 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1648 /* Datastructures for IWineD3DQueryImpl.extendedData */
1649 typedef struct WineQueryOcclusionData {
1651 WineD3DContext *ctx;
1652 } WineQueryOcclusionData;
1654 typedef struct WineQueryEventData {
1656 WineD3DContext *ctx;
1657 } WineQueryEventData;
1659 /*****************************************************************************
1660 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1663 typedef struct IWineD3DSwapChainImpl
1666 const IWineD3DSwapChainVtbl *lpVtbl;
1667 LONG ref; /* Note: Ref counting not required */
1670 IWineD3DDeviceImpl *wineD3DDevice;
1672 /* IWineD3DSwapChain fields */
1673 IWineD3DSurface **backBuffer;
1674 IWineD3DSurface *frontBuffer;
1675 BOOL wantsDepthStencilBuffer;
1676 WINED3DPRESENT_PARAMETERS presentParms;
1677 DWORD orig_width, orig_height;
1678 WINED3DFORMAT orig_fmt;
1680 long prev_time, frames; /* Performance tracking */
1681 unsigned int vSyncCounter;
1683 WineD3DContext **context; /* Later a array for multithreading */
1684 unsigned int num_contexts;
1687 } IWineD3DSwapChainImpl;
1689 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1691 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1693 /*****************************************************************************
1694 * Utility function prototypes
1697 /* Trace routines */
1698 const char* debug_d3dformat(WINED3DFORMAT fmt);
1699 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1700 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1701 const char* debug_d3dusage(DWORD usage);
1702 const char* debug_d3dusagequery(DWORD usagequery);
1703 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1704 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1705 const char* debug_d3ddeclusage(BYTE usage);
1706 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1707 const char* debug_d3drenderstate(DWORD state);
1708 const char* debug_d3dsamplerstate(DWORD state);
1709 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1710 const char* debug_d3dtexturestate(DWORD state);
1711 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1712 const char* debug_d3dpool(WINED3DPOOL pool);
1713 const char *debug_fbostatus(GLenum status);
1714 const char *debug_glerror(GLenum error);
1715 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1716 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1718 /* Routines for GL <-> D3D values */
1719 GLenum StencilOp(DWORD op);
1720 GLenum CompareFunc(DWORD func);
1721 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1722 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1723 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1725 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1726 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1728 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1729 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1732 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1733 unsigned int count_bits(unsigned int mask);
1735 /*****************************************************************************
1736 * To enable calling of inherited functions, requires prototypes
1738 * Note: Only require classes which are subclassed, ie resource, basetexture,
1740 /*** IUnknown methods ***/
1741 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1742 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1743 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1744 /*** IWineD3DResource methods ***/
1745 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1746 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1747 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1748 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1749 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1750 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1751 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1752 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1753 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1754 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1755 /*** class static members ***/
1756 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1758 /*** IUnknown methods ***/
1759 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1760 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1761 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1762 /*** IWineD3DResource methods ***/
1763 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1764 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1765 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1766 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1767 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1768 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1769 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1770 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1771 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1772 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1773 /*** IWineD3DBaseTexture methods ***/
1774 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1775 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1776 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1777 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1778 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1779 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1780 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1781 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1783 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1784 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1785 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1786 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1787 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1788 /*** class static members ***/
1789 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1791 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1793 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1794 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1795 * used if the user is using GLSL shaders. */
1796 struct glsl_shader_prog_link {
1797 struct list vshader_entry;
1798 struct list pshader_entry;
1799 GLhandleARB programId;
1800 GLhandleARB *vuniformF_locations;
1801 GLhandleARB *puniformF_locations;
1802 GLhandleARB vuniformI_locations[MAX_CONST_I];
1803 GLhandleARB puniformI_locations[MAX_CONST_I];
1804 GLhandleARB posFixup_location;
1805 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1806 GLhandleARB luminancescale_location[MAX_TEXTURES];
1807 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1808 GLhandleARB srgb_comparison_location;
1809 GLhandleARB srgb_mul_low_location;
1810 GLhandleARB ycorrection_location;
1811 GLhandleARB vshader;
1812 GLhandleARB pshader;
1816 GLhandleARB vshader;
1817 GLhandleARB pshader;
1818 } glsl_program_key_t;
1820 /* TODO: Make this dynamic, based on shader limits ? */
1821 #define MAX_REG_ADDR 1
1822 #define MAX_REG_TEMP 32
1823 #define MAX_REG_TEXCRD 8
1824 #define MAX_REG_INPUT 12
1825 #define MAX_REG_OUTPUT 12
1826 #define MAX_CONST_I 16
1827 #define MAX_CONST_B 16
1829 /* FIXME: This needs to go up to 2048 for
1830 * Shader model 3 according to msdn (and for software shaders) */
1831 #define MAX_LABELS 16
1833 typedef struct semantic {
1838 typedef struct local_constant {
1844 typedef struct shader_reg_maps {
1846 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1847 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1848 char address[MAX_REG_ADDR]; /* vertex */
1849 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1850 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1851 char attributes[MAX_ATTRIBS]; /* vertex */
1852 char labels[MAX_LABELS]; /* pixel, vertex */
1853 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1855 /* Sampler usage tokens
1856 * Use 0 as default (bit 31 is always 1 on a valid token) */
1857 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1858 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1859 char usesnrm, vpos, usesdsy;
1862 /* Whether or not loops are used in this shader, and nesting depth */
1863 unsigned loop_depth;
1865 /* Whether or not this shader uses fog */
1870 /* Undocumented opcode controls */
1871 #define INST_CONTROLS_SHIFT 16
1872 #define INST_CONTROLS_MASK 0x00ff0000
1874 typedef enum COMPARISON_TYPE {
1883 typedef struct SHADER_OPCODE {
1884 unsigned int opcode;
1888 CONST UINT num_params;
1889 SHADER_HANDLER hw_fct;
1890 SHADER_HANDLER hw_glsl_fct;
1895 typedef struct SHADER_OPCODE_ARG {
1896 IWineD3DBaseShader* shader;
1897 shader_reg_maps* reg_maps;
1898 CONST SHADER_OPCODE* opcode;
1905 SHADER_BUFFER* buffer;
1906 } SHADER_OPCODE_ARG;
1908 typedef struct SHADER_LIMITS {
1909 unsigned int temporary;
1910 unsigned int texcoord;
1911 unsigned int sampler;
1912 unsigned int constant_int;
1913 unsigned int constant_float;
1914 unsigned int constant_bool;
1915 unsigned int address;
1916 unsigned int packed_output;
1917 unsigned int packed_input;
1918 unsigned int attributes;
1922 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1923 maintain state information between multiple codes */
1924 typedef struct SHADER_PARSE_STATE {
1925 unsigned int current_row;
1926 DWORD texcoord_w[2];
1927 } SHADER_PARSE_STATE;
1930 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1932 #define PRINTF_ATTR(fmt,args)
1935 /* Base Shader utility functions.
1936 * (may move callers into the same file in the future) */
1937 extern int shader_addline(
1938 SHADER_BUFFER* buffer,
1939 const char* fmt, ...) PRINTF_ATTR(2,3);
1941 extern const SHADER_OPCODE* shader_get_opcode(
1942 IWineD3DBaseShader *iface,
1945 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1947 /* Vertex shader utility functions */
1948 extern BOOL vshader_get_input(
1949 IWineD3DVertexShader* iface,
1950 BYTE usage_req, BYTE usage_idx_req,
1951 unsigned int* regnum);
1953 extern BOOL vshader_input_is_color(
1954 IWineD3DVertexShader* iface,
1955 unsigned int regnum);
1957 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1959 /* ARB_[vertex/fragment]_program helper functions */
1960 extern void shader_arb_load_constants(
1961 IWineD3DDevice* device,
1962 char usePixelShader,
1963 char useVertexShader);
1965 /* ARB shader program Prototypes */
1966 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1968 /* ARB pixel shader prototypes */
1969 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1970 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1971 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1972 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1973 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1974 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1975 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1976 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1977 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1978 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1993 /* ARB vertex / pixel shader common prototypes */
1994 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1995 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1996 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1998 /* ARB vertex shader prototypes */
1999 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2000 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2002 /* GLSL helper functions */
2003 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2004 extern void shader_glsl_load_constants(
2005 IWineD3DDevice* device,
2006 char usePixelShader,
2007 char useVertexShader);
2009 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2010 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2011 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2012 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2013 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2014 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2015 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2016 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2017 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2018 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2019 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2020 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2021 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2022 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2045 /** GLSL Pixel Shader Prototypes */
2046 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2051 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2052 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2053 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2054 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2055 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2056 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2057 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2058 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_input_pack(
2067 SHADER_BUFFER* buffer,
2068 semantic* semantics_out,
2069 IWineD3DPixelShader *iface);
2071 /*****************************************************************************
2072 * IDirect3DBaseShader implementation structure
2074 typedef struct IWineD3DBaseShaderClass
2078 SHADER_LIMITS limits;
2079 SHADER_PARSE_STATE parse_state;
2080 CONST SHADER_OPCODE *shader_ins;
2082 UINT functionLength;
2085 UINT cur_loop_depth, cur_loop_regno;
2086 BOOL load_local_constsF;
2088 /* Type of shader backend */
2091 /* Programs this shader is linked with */
2092 struct list linked_programs;
2094 /* Immediate constants (override global ones) */
2095 struct list constantsB;
2096 struct list constantsF;
2097 struct list constantsI;
2098 shader_reg_maps reg_maps;
2100 /* Pixel formats of sampled textures, for format conversion. This
2101 * represents the formats found during compilation, it is not initialized
2102 * on the first parser pass. It is needed to check if the shader
2103 * needs recompilation to adjust the format conversion
2105 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2106 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2107 UINT num_sampled_samplers;
2109 UINT recompile_count;
2111 /* Pointer to the parent device */
2112 IWineD3DDevice *device;
2113 struct list shader_list_entry;
2115 } IWineD3DBaseShaderClass;
2117 typedef struct IWineD3DBaseShaderImpl {
2119 const IWineD3DBaseShaderVtbl *lpVtbl;
2121 /* IWineD3DBaseShader */
2122 IWineD3DBaseShaderClass baseShader;
2123 } IWineD3DBaseShaderImpl;
2125 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2126 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2127 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2129 extern HRESULT shader_get_registers_used(
2130 IWineD3DBaseShader *iface,
2131 shader_reg_maps* reg_maps,
2132 semantic* semantics_in,
2133 semantic* semantics_out,
2134 CONST DWORD* pToken,
2135 IWineD3DStateBlockImpl *stateBlock);
2137 extern void shader_generate_glsl_declarations(
2138 IWineD3DBaseShader *iface,
2139 shader_reg_maps* reg_maps,
2140 SHADER_BUFFER* buffer,
2141 WineD3D_GL_Info* gl_info);
2143 extern void shader_generate_arb_declarations(
2144 IWineD3DBaseShader *iface,
2145 shader_reg_maps* reg_maps,
2146 SHADER_BUFFER* buffer,
2147 WineD3D_GL_Info* gl_info);
2149 extern void shader_generate_main(
2150 IWineD3DBaseShader *iface,
2151 SHADER_BUFFER* buffer,
2152 shader_reg_maps* reg_maps,
2153 CONST DWORD* pFunction);
2155 extern void shader_dump_ins_modifiers(
2156 const DWORD output);
2158 extern void shader_dump_param(
2159 IWineD3DBaseShader *iface,
2161 const DWORD addr_token,
2164 extern void shader_trace_init(
2165 IWineD3DBaseShader *iface,
2166 const DWORD* pFunction);
2168 extern int shader_get_param(
2169 IWineD3DBaseShader* iface,
2170 const DWORD* pToken,
2174 extern int shader_skip_unrecognized(
2175 IWineD3DBaseShader* iface,
2176 const DWORD* pToken);
2178 extern void print_glsl_info_log(
2179 WineD3D_GL_Info *gl_info,
2182 static inline int shader_get_regtype(const DWORD param) {
2183 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2184 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2187 static inline int shader_get_writemask(const DWORD param) {
2188 return param & WINED3DSP_WRITEMASK_ALL;
2191 extern unsigned int shader_get_float_offset(const DWORD reg);
2193 static inline BOOL shader_is_pshader_version(DWORD token) {
2194 return 0xFFFF0000 == (token & 0xFFFF0000);
2197 static inline BOOL shader_is_vshader_version(DWORD token) {
2198 return 0xFFFE0000 == (token & 0xFFFF0000);
2201 static inline BOOL shader_is_comment(DWORD token) {
2202 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2205 static inline BOOL shader_is_scalar(DWORD param) {
2206 DWORD reg_type = shader_get_regtype(param);
2210 case WINED3DSPR_RASTOUT:
2211 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2218 case WINED3DSPR_DEPTHOUT: /* oDepth */
2219 case WINED3DSPR_CONSTBOOL: /* b# */
2220 case WINED3DSPR_LOOP: /* aL */
2221 case WINED3DSPR_PREDICATE: /* p0 */
2224 case WINED3DSPR_MISCTYPE:
2225 reg_num = param & WINED3DSP_REGNUM_MASK;
2240 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2241 local_constant* lconst;
2243 if(This->baseShader.load_local_constsF) return FALSE;
2244 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2245 if(lconst->idx == reg) return TRUE;
2251 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2252 * so upload them above that
2254 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2255 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2257 /*****************************************************************************
2258 * IDirect3DVertexShader implementation structure
2260 typedef struct IWineD3DVertexShaderImpl {
2262 const IWineD3DVertexShaderVtbl *lpVtbl;
2264 /* IWineD3DBaseShader */
2265 IWineD3DBaseShaderClass baseShader;
2267 /* IWineD3DVertexShaderImpl */
2272 /* Vertex shader input and output semantics */
2273 semantic semantics_in [MAX_ATTRIBS];
2274 semantic semantics_out [MAX_REG_OUTPUT];
2276 /* Ordered array of attributes that are swizzled */
2277 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2278 UINT num_swizzled_attribs;
2280 /* run time datas... */
2282 UINT min_rel_offset, max_rel_offset;
2285 UINT recompile_count;
2286 #if 0 /* needs reworking */
2287 /* run time datas */
2288 VSHADERINPUTDATA input;
2289 VSHADEROUTPUTDATA output;
2291 } IWineD3DVertexShaderImpl;
2292 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2293 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2295 /*****************************************************************************
2296 * IDirect3DPixelShader implementation structure
2299 enum vertexprocessing_mode {
2305 struct stb_const_desc {
2310 typedef struct IWineD3DPixelShaderImpl {
2311 /* IUnknown parts */
2312 const IWineD3DPixelShaderVtbl *lpVtbl;
2314 /* IWineD3DBaseShader */
2315 IWineD3DBaseShaderClass baseShader;
2317 /* IWineD3DPixelShaderImpl */
2320 /* Pixel shader input semantics */
2321 semantic semantics_in [MAX_REG_INPUT];
2322 DWORD input_reg_map[MAX_REG_INPUT];
2323 BOOL input_reg_used[MAX_REG_INPUT];
2328 /* Some information about the shader behavior */
2329 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2330 char numbumpenvmatconsts;
2331 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2333 char srgb_mode_hardcoded;
2334 UINT srgb_low_const;
2335 UINT srgb_cmp_const;
2337 BOOL render_offscreen;
2339 enum vertexprocessing_mode vertexprocessing;
2341 #if 0 /* needs reworking */
2342 PSHADERINPUTDATA input;
2343 PSHADEROUTPUTDATA output;
2345 } IWineD3DPixelShaderImpl;
2347 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2348 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2350 /* sRGB correction constants */
2351 static const float srgb_cmp = 0.0031308;
2352 static const float srgb_mul_low = 12.92;
2353 static const float srgb_pow = 0.41666;
2354 static const float srgb_mul_high = 1.055;
2355 static const float srgb_sub_high = 0.055;
2357 /*****************************************************************************
2358 * IWineD3DPalette implementation structure
2360 struct IWineD3DPaletteImpl {
2361 /* IUnknown parts */
2362 const IWineD3DPaletteVtbl *lpVtbl;
2366 IWineD3DDeviceImpl *wineD3DDevice;
2368 /* IWineD3DPalette */
2370 WORD palVersion; /*| */
2371 WORD palNumEntries; /*| LOGPALETTE */
2372 PALETTEENTRY palents[256]; /*| */
2373 /* This is to store the palette in 'screen format' */
2374 int screen_palents[256];
2378 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2379 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2381 /* DirectDraw utility functions */
2382 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2384 /*****************************************************************************
2385 * Pixel format management
2388 WINED3DFORMAT format;
2389 DWORD alphaMask, redMask, greenMask, blueMask;
2391 short depthSize, stencilSize;
2393 } StaticPixelFormatDesc;
2395 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2396 WineD3D_GL_Info *gl_info,
2397 const GlPixelFormatDesc **glDesc);
2399 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2400 return (device->vs_selected_mode != SHADER_NONE
2401 && device->stateBlock->vertexShader
2402 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2403 && !device->strided_streams.u.s.position_transformed);
2406 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2407 return (device->ps_selected_mode != SHADER_NONE
2408 && device->stateBlock->pixelShader
2409 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2412 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2413 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);