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 65536
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,
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
117 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
118 extern minMipLookup_t minMipLookup;
119 extern minMipLookup_t minMipLookup_noFilter;
121 void init_type_lookup(WineD3D_GL_Info *gl_info);
122 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
123 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
124 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
125 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
126 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
128 /* The following functions convert 16 bit floats in the FLOAT16 data type
129 * to standard C floats and vice versa. They do not depend on the encoding
130 * of the C float, so they are platform independent, but slow. On x86 and
131 * other IEEE 754 compliant platforms the conversion can be accelerated with
132 * bitshifting the exponent and mantissa. There are also some SSE-based
133 * assembly routines out there
135 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
137 static inline float float_16_to_32(const unsigned short *in) {
138 const unsigned short s = ((*in) & 0x8000);
139 const unsigned short e = ((*in) & 0x7C00) >> 10;
140 const unsigned short m = (*in) & 0x3FF;
141 const float sgn = (s ? -1.0 : 1.0);
144 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
145 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149 if(m == 0) return sgn / 0.0; /* +INF / -INF */
150 else return 0.0 / 0.0; /* NAN */
154 static inline unsigned short float_32_to_16(const float *in) {
156 float tmp = fabs(*in);
157 unsigned int mantissa;
160 /* Deal with special numbers */
161 if(*in == 0.0) return 0x0000;
162 if(isnan(*in)) return 0x7C01;
163 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
165 if(tmp < pow(2, 10)) {
170 }while(tmp < pow(2, 10));
171 } else if(tmp >= pow(2, 11)) {
176 }while(tmp >= pow(2, 11));
179 mantissa = (unsigned int) tmp;
180 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
182 exp += 10; /* Normalize the mantissa */
183 exp += 15; /* Exponent is encoded with excess 15 */
185 if(exp > 30) { /* too big */
186 ret = 0x7c00; /* INF */
187 } else if(exp <= 0) {
188 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190 mantissa = mantissa >> 1;
193 ret = mantissa & 0x3ff;
195 ret = (exp << 10) | (mantissa & 0x3ff);
198 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
218 #define ORM_BACKBUFFER 0
219 #define ORM_PBUFFER 1
223 #define SHADER_GLSL 2
225 #define SHADER_NONE 4
227 #define RTL_DISABLE -1
229 #define RTL_READDRAW 1
230 #define RTL_READTEX 2
231 #define RTL_TEXDRAW 3
234 /* NOTE: When adding fields to this structure, make sure to update the default
235 * values in wined3d_main.c as well. */
236 typedef struct wined3d_settings_s {
237 /* vertex and pixel shader modes */
241 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
242 we should use it. However, until it's fully implemented, we'll leave it as a registry
243 setting for developers. */
245 int offscreen_rendering_mode;
246 int rendertargetlock_mode;
247 /* Memory tracking and object counting */
248 unsigned int emulated_textureram;
250 } wined3d_settings_t;
252 extern wined3d_settings_t wined3d_settings;
254 /* Shader backends */
255 struct SHADER_OPCODE_ARG;
257 #define SHADER_PGMSIZE 65535
258 typedef struct SHADER_BUFFER {
266 DWORD PrimitiveMiscCaps;
269 DWORD MaxTextureBlendStages;
270 DWORD MaxSimultaneousTextures;
272 DWORD VertexShaderVersion;
273 DWORD MaxVertexShaderConst;
275 DWORD PixelShaderVersion;
276 float PixelShader1xMaxValue;
278 WINED3DVSHADERCAPS2_0 VS20Caps;
279 WINED3DPSHADERCAPS2_0 PS20Caps;
281 DWORD MaxVShaderInstructionsExecuted;
282 DWORD MaxPShaderInstructionsExecuted;
283 DWORD MaxVertexShader30InstructionSlots;
284 DWORD MaxPixelShader30InstructionSlots;
288 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
289 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
290 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
291 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
292 void (*shader_cleanup)(IWineD3DDevice *iface);
293 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
294 void (*shader_destroy)(IWineD3DBaseShader *iface);
295 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
296 void (*shader_free_private)(IWineD3DDevice *iface);
297 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
298 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
299 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
300 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
301 void (*shader_dll_load_init)(void);
302 const struct StateEntry *StateTable;
305 extern const shader_backend_t atifs_shader_backend;
306 extern const shader_backend_t glsl_shader_backend;
307 extern const shader_backend_t arb_program_shader_backend;
308 extern const shader_backend_t none_shader_backend;
310 /* GLSL shader private data */
311 struct shader_glsl_priv {
312 GLhandleARB depth_blt_glsl_program_id;
315 /* ARB_program_shader private data */
316 struct shader_arb_priv {
317 GLuint depth_blt_vprogram_id;
318 GLuint depth_blt_fprogram_id;
323 extern void (*wine_tsx11_lock_ptr)(void);
324 extern void (*wine_tsx11_unlock_ptr)(void);
326 /* As GLX relies on X, this is needed */
330 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
331 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
333 #define ENTER_GL() wine_tsx11_lock_ptr()
334 #define LEAVE_GL() wine_tsx11_unlock_ptr()
337 /*****************************************************************************
341 /* GL related defines */
342 /* ------------------ */
343 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
344 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
345 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
346 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
348 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
349 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
350 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
351 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
353 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
354 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
355 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
358 #define D3DCOLORTOGLFLOAT4(dw, vec) \
359 (vec)[0] = D3DCOLOR_R(dw); \
360 (vec)[1] = D3DCOLOR_G(dw); \
361 (vec)[2] = D3DCOLOR_B(dw); \
362 (vec)[3] = D3DCOLOR_A(dw);
364 /* DirectX Device Limits */
365 /* --------------------- */
366 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
368 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
369 See MaxStreams in MSDN under GetDeviceCaps */
370 /* Maximum number of constants provided to the shaders */
371 #define HIGHEST_TRANSFORMSTATE 512
372 /* Highest value in WINED3DTRANSFORMSTATETYPE */
374 /* Checking of API calls */
375 /* --------------------- */
376 #define checkGLcall(A) \
378 GLint err = glGetError(); \
379 if (err == GL_NO_ERROR) { \
380 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
383 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
384 debug_glerror(err), err, A, __FILE__, __LINE__); \
385 err = glGetError(); \
386 } while (err != GL_NO_ERROR); \
389 /* Trace routines / diagnostics */
390 /* ---------------------------- */
392 /* Dump out a matrix and copy it */
393 #define conv_mat(mat,gl_mat) \
395 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
396 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
397 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
398 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
399 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
402 /* Macro to dump out the current state of the light chain */
403 #define DUMP_LIGHT_CHAIN() \
405 PLIGHTINFOEL *el = This->stateBlock->lights;\
407 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
412 /* Trace vector and strided data information */
413 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
414 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
415 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);
417 /* Defines used for optimizations */
419 /* Only reapply what is necessary */
420 #define REAPPLY_ALPHAOP 0x0001
421 #define REAPPLY_ALL 0xFFFF
423 /* Advance declaration of structures to satisfy compiler */
424 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
425 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
426 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
427 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
429 /* Global variables */
430 extern const float identity[16];
432 /*****************************************************************************
433 * Compilable extra diagnostics
436 /* Trace information per-vertex: (extremely high amount of trace) */
437 #if 0 /* NOTE: Must be 0 in cvs */
438 # define VTRACE(A) TRACE A
443 /* Checking of per-vertex related GL calls */
444 /* --------------------- */
445 #define vcheckGLcall(A) \
447 GLint err = glGetError(); \
448 if (err == GL_NO_ERROR) { \
449 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
452 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
453 debug_glerror(err), err, A, __FILE__, __LINE__); \
454 err = glGetError(); \
455 } while (err != GL_NO_ERROR); \
458 /* TODO: Confirm each of these works when wined3d move completed */
459 #if 0 /* NOTE: Must be 0 in cvs */
460 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
461 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
462 is enabled, and if it doesn't exist it is disabled. */
463 # define FRAME_DEBUGGING
464 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
465 the file is deleted */
466 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
467 # define SINGLE_FRAME_DEBUGGING
469 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
470 It can only be enabled when FRAME_DEBUGGING is also enabled
471 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
473 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
474 # define SHOW_FRAME_MAKEUP 1
476 /* The following, when enabled, lets you see the makeup of the all the textures used during each
477 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
478 The contents of the textures assigned to each stage are written into
479 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
480 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
481 # define SHOW_TEXTURE_MAKEUP 0
484 extern BOOL isDumpingFrames;
485 extern LONG primCounter;
488 /*****************************************************************************
492 /* Routine common to the draw primitive and draw indexed primitive routines */
493 void drawPrimitive(IWineD3DDevice *iface,
497 long StartVertexIndex,
498 UINT numberOfVertices,
504 void primitiveDeclarationConvertToStridedData(
505 IWineD3DDevice *iface,
506 BOOL useVertexShaderFunction,
507 WineDirect3DVertexStridedData *strided,
510 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
512 typedef void (*glAttribFunc)(void *data);
513 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
514 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
515 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
516 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
517 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
521 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
522 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
524 void depth_copy(IWineD3DDevice *iface);
526 /* Routines and structures related to state management */
527 typedef struct WineD3DContext WineD3DContext;
528 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
530 #define STATE_RENDER(a) (a)
531 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
533 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
534 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
536 /* + 1 because samplers start with 0 */
537 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
538 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
540 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
541 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
543 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
544 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
546 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
547 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
548 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
549 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
551 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
552 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
554 #define STATE_VSHADER (STATE_VDECL + 1)
555 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
557 #define STATE_VIEWPORT (STATE_VSHADER + 1)
558 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
560 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
561 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
562 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
563 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
565 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
566 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
568 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
569 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
571 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
572 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
574 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
576 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
578 #define STATE_HIGHEST (STATE_FRONTFACE)
582 DWORD representative;
583 APPLYSTATEFUNC apply;
586 /* "Base" state table */
587 extern const struct StateEntry FFPStateTable[];
589 /* The new context manager that should deal with onscreen and offscreen rendering */
590 struct WineD3DContext {
591 /* State dirtification
592 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
593 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
594 * 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
595 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
597 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
598 DWORD numDirtyEntries;
599 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
601 IWineD3DSurface *surface;
602 DWORD tid; /* Thread ID which owns this context at the moment */
604 /* Stores some information about the context state for optimization */
605 GLint last_draw_buffer;
606 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
607 BOOL last_was_pshader;
608 BOOL last_was_vshader;
609 BOOL last_was_foggy_shader;
610 BOOL namedArraysLoaded, numberedArraysLoaded;
611 BOOL lastWasPow2Texture[MAX_TEXTURES];
612 GLenum tracking_parm; /* Which source is tracking current colour */
613 unsigned char num_untracked_materials;
614 GLenum untracked_materials[2];
615 BOOL last_was_blit, last_was_ckey;
616 char texShaderBumpMap;
619 char *vshader_const_dirty, *pshader_const_dirty;
621 /* The actual opengl context */
630 typedef enum ContextUsage {
631 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
632 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
633 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
634 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
637 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
638 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
639 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
640 void apply_fbo_state(IWineD3DDevice *iface);
642 /* Macros for doing basic GPU detection based on opengl capabilities */
643 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
644 #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])
645 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
646 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
648 /* Default callbacks for implicit object destruction */
649 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
651 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
653 /*****************************************************************************
654 * Internal representation of a light
656 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
657 struct PLIGHTINFOEL {
658 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
665 /* Converted parms to speed up swapping lights */
674 /* The default light parameters */
675 extern const WINED3DLIGHT WINED3D_default_light;
677 typedef struct WineD3D_PixelFormat
679 int iPixelFormat; /* WGL pixel format */
680 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
681 int redSize, greenSize, blueSize, alphaSize;
682 int depthSize, stencilSize;
684 BOOL pbufferDrawable;
685 } WineD3D_PixelFormat;
687 /* The adapter structure */
688 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
689 struct WineD3DAdapter
694 WineD3D_GL_Info gl_info;
696 const char *description;
697 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
699 WineD3D_PixelFormat *cfgs;
700 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
701 unsigned int UsedTextureRam;
704 extern BOOL InitAdapters(void);
705 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
706 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
708 /*****************************************************************************
709 * High order patch management
711 struct WineD3DRectPatch
715 WineDirect3DVertexStridedData strided;
716 WINED3DRECTPATCH_INFO RectPatchInfo;
718 char has_normals, has_texcoords;
722 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
724 enum projection_types
731 /*****************************************************************************
732 * Fixed function pipeline replacements
734 struct texture_stage_op
736 WINED3DTEXTUREOP cop, aop;
737 DWORD carg1, carg2, carg0;
738 DWORD aarg1, aarg2, aarg0;
739 WINED3DFORMAT color_correction;
741 enum projection_types projected;
746 struct texture_stage_op op[MAX_TEXTURES];
750 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
751 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
752 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
754 /*****************************************************************************
755 * IWineD3D implementation structure
757 typedef struct IWineD3DImpl
759 /* IUnknown fields */
760 const IWineD3DVtbl *lpVtbl;
761 LONG ref; /* Note: Ref counting not required */
763 /* WineD3D Information */
768 extern const IWineD3DVtbl IWineD3D_Vtbl;
770 /* TODO: setup some flags in the registry to enable, disable pbuffer support
771 (since it will break quite a few things until contexts are managed properly!) */
772 extern BOOL pbuffer_support;
773 /* allocate one pbuffer per surface */
774 extern BOOL pbuffer_per_surface;
776 /* A helper function that dumps a resource list */
777 void dumpResources(struct list *list);
779 /*****************************************************************************
780 * IWineD3DDevice implementation structure
782 struct IWineD3DDeviceImpl
784 /* IUnknown fields */
785 const IWineD3DDeviceVtbl *lpVtbl;
786 LONG ref; /* Note: Ref counting not required */
788 /* WineD3D Information */
791 struct WineD3DAdapter *adapter;
793 /* Window styles to restore when switching fullscreen mode */
797 /* X and GL Information */
798 GLint maxConcurrentLights;
799 GLenum offscreenBuffer;
801 /* Selected capabilities */
802 int vs_selected_mode;
803 int ps_selected_mode;
804 const shader_backend_t *shader_backend;
805 hash_table_t *glsl_program_lookup;
809 BOOL view_ident; /* true iff view matrix is identity */
811 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
812 unsigned char surface_alignment; /* Line Alignment of surfaces */
814 /* State block related */
815 BOOL isRecordingState;
816 IWineD3DStateBlockImpl *stateBlock;
817 IWineD3DStateBlockImpl *updateStateBlock;
820 /* Internal use fields */
821 WINED3DDEVICE_CREATION_PARAMETERS createParms;
823 WINED3DDEVTYPE devType;
825 IWineD3DSwapChain **swapchains;
826 UINT NumberOfSwapChains;
828 struct list resources; /* a linked list to track resources created by the device */
829 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
830 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
832 /* Render Target Support */
833 IWineD3DSurface **render_targets;
834 IWineD3DSurface *auto_depth_stencil_buffer;
835 IWineD3DSurface **fbo_color_attachments;
836 IWineD3DSurface *fbo_depth_attachment;
838 IWineD3DSurface *stencilBufferTarget;
840 /* Caches to avoid unneeded context changes */
841 IWineD3DSurface *lastActiveRenderTarget;
842 IWineD3DSwapChain *lastActiveSwapChain;
844 /* palettes texture management */
845 UINT NumberOfPalettes;
846 PALETTEENTRY **palettes;
848 UINT paletteConversionShader;
850 /* For rendering to a texture using glCopyTexImage */
851 BOOL render_offscreen;
852 WINED3D_DEPTHCOPYSTATE depth_copy_state;
856 GLenum *draw_buffers;
857 GLuint depth_blt_texture;
859 /* Cursor management */
865 UINT cursorWidth, cursorHeight;
866 GLuint cursorTexture;
867 BOOL haveHardwareCursor;
868 HCURSOR hardwareCursor;
870 /* The Wine logo surface */
871 IWineD3DSurface *logo_surface;
873 /* Textures for when no other textures are mapped */
874 UINT dummyTextureName[MAX_TEXTURES];
876 /* Debug stream management */
879 /* Device state management */
881 BOOL d3d_initialized;
883 /* A flag to check for proper BeginScene / EndScene call pairs */
886 /* process vertex shaders using software or hardware */
887 BOOL softwareVertexProcessing;
889 /* DirectDraw stuff */
891 IWineD3DSurface *ddraw_primary;
892 DWORD ddraw_width, ddraw_height;
893 WINED3DFORMAT ddraw_format;
894 BOOL ddraw_fullscreen;
896 /* Final position fixup constant */
899 /* With register combiners we can skip junk texture stages */
900 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
901 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
902 BOOL fixed_function_usage_map[MAX_TEXTURES];
904 /* Stream source management */
905 WineDirect3DVertexStridedData strided_streams;
906 WineDirect3DVertexStridedData *up_strided;
907 BOOL useDrawStridedSlow;
910 /* Context management */
911 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
912 WineD3DContext *activeContext;
915 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
916 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
918 /* High level patch management */
919 #define PATCHMAP_SIZE 43
920 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
921 struct list patches[PATCHMAP_SIZE];
922 struct WineD3DRectPatch *currentPatch;
925 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
927 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
928 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
929 float Z, DWORD Stencil);
930 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
931 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
932 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
933 DWORD idx = state >> 5;
934 BYTE shift = state & 0x1f;
935 return context->isStateDirty[idx] & (1 << shift);
938 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
939 typedef struct PrivateData
944 DWORD flags; /* DDSPD_* */
945 DWORD uniqueness_value;
956 /*****************************************************************************
957 * IWineD3DResource implementation structure
959 typedef struct IWineD3DResourceClass
961 /* IUnknown fields */
962 LONG ref; /* Note: Ref counting not required */
964 /* WineD3DResource Information */
966 WINED3DRESOURCETYPE resourceType;
967 IWineD3DDeviceImpl *wineD3DDevice;
971 WINED3DFORMAT format;
972 BYTE *allocatedMemory; /* Pointer to the real data location */
973 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
974 struct list privateData;
975 struct list resource_list_entry;
977 } IWineD3DResourceClass;
979 typedef struct IWineD3DResourceImpl
981 /* IUnknown & WineD3DResource Information */
982 const IWineD3DResourceVtbl *lpVtbl;
983 IWineD3DResourceClass resource;
984 } IWineD3DResourceImpl;
986 /* Tests show that the start address of resources is 32 byte aligned */
987 #define RESOURCE_ALIGNMENT 32
989 /*****************************************************************************
990 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
992 enum vbo_conversion_type {
996 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
998 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
999 * fixed function semantics as D3DCOLOR or FLOAT16
1003 typedef struct IWineD3DVertexBufferImpl
1005 /* IUnknown & WineD3DResource Information */
1006 const IWineD3DVertexBufferVtbl *lpVtbl;
1007 IWineD3DResourceClass resource;
1009 /* WineD3DVertexBuffer specifics */
1012 /* Vertex buffer object support */
1019 UINT dirtystart, dirtyend;
1022 LONG declChanges, draws;
1023 /* Last description of the buffer */
1024 DWORD stride; /* 0 if no conversion */
1025 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1027 /* Extra load offsets, for FLOAT16 conversion */
1028 DWORD *conv_shift; /* NULL if no shifted conversion */
1029 DWORD conv_stride; /* 0 if no shifted conversion */
1030 } IWineD3DVertexBufferImpl;
1032 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1034 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1035 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1036 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1037 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1039 /*****************************************************************************
1040 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1042 typedef struct IWineD3DIndexBufferImpl
1044 /* IUnknown & WineD3DResource Information */
1045 const IWineD3DIndexBufferVtbl *lpVtbl;
1046 IWineD3DResourceClass resource;
1049 UINT dirtystart, dirtyend;
1052 /* WineD3DVertexBuffer specifics */
1053 } IWineD3DIndexBufferImpl;
1055 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1057 /*****************************************************************************
1058 * IWineD3DBaseTexture D3D- > openGL state map lookups
1060 #define WINED3DFUNC_NOTSUPPORTED -2
1061 #define WINED3DFUNC_UNIMPLEMENTED -1
1063 typedef enum winetexturestates {
1064 WINED3DTEXSTA_ADDRESSU = 0,
1065 WINED3DTEXSTA_ADDRESSV = 1,
1066 WINED3DTEXSTA_ADDRESSW = 2,
1067 WINED3DTEXSTA_BORDERCOLOR = 3,
1068 WINED3DTEXSTA_MAGFILTER = 4,
1069 WINED3DTEXSTA_MINFILTER = 5,
1070 WINED3DTEXSTA_MIPFILTER = 6,
1071 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1072 WINED3DTEXSTA_MAXANISOTROPY = 8,
1073 WINED3DTEXSTA_SRGBTEXTURE = 9,
1074 WINED3DTEXSTA_ELEMENTINDEX = 10,
1075 WINED3DTEXSTA_DMAPOFFSET = 11,
1076 WINED3DTEXSTA_TSSADDRESSW = 12,
1077 MAX_WINETEXTURESTATES = 13,
1078 } winetexturestates;
1080 /*****************************************************************************
1081 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1083 typedef struct IWineD3DBaseTextureClass
1089 WINED3DTEXTUREFILTERTYPE filterType;
1090 DWORD states[MAX_WINETEXTURESTATES];
1094 UINT srgb_mode_change_count;
1095 WINED3DFORMAT shader_conversion_group;
1096 float pow2Matrix[16];
1097 minMipLookup_t *minMipLookup;
1098 } IWineD3DBaseTextureClass;
1100 typedef struct IWineD3DBaseTextureImpl
1102 /* IUnknown & WineD3DResource Information */
1103 const IWineD3DBaseTextureVtbl *lpVtbl;
1104 IWineD3DResourceClass resource;
1105 IWineD3DBaseTextureClass baseTexture;
1107 } IWineD3DBaseTextureImpl;
1109 /*****************************************************************************
1110 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1112 typedef struct IWineD3DTextureImpl
1114 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1115 const IWineD3DTextureVtbl *lpVtbl;
1116 IWineD3DResourceClass resource;
1117 IWineD3DBaseTextureClass baseTexture;
1119 /* IWineD3DTexture */
1120 IWineD3DSurface *surfaces[MAX_LEVELS];
1126 } IWineD3DTextureImpl;
1128 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1130 /*****************************************************************************
1131 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1133 typedef struct IWineD3DCubeTextureImpl
1135 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1136 const IWineD3DCubeTextureVtbl *lpVtbl;
1137 IWineD3DResourceClass resource;
1138 IWineD3DBaseTextureClass baseTexture;
1140 /* IWineD3DCubeTexture */
1141 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1144 } IWineD3DCubeTextureImpl;
1146 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1148 typedef struct _WINED3DVOLUMET_DESC
1153 } WINED3DVOLUMET_DESC;
1155 /*****************************************************************************
1156 * IWineD3DVolume implementation structure (extends IUnknown)
1158 typedef struct IWineD3DVolumeImpl
1160 /* IUnknown & WineD3DResource fields */
1161 const IWineD3DVolumeVtbl *lpVtbl;
1162 IWineD3DResourceClass resource;
1164 /* WineD3DVolume Information */
1165 WINED3DVOLUMET_DESC currentDesc;
1166 IWineD3DBase *container;
1171 WINED3DBOX lockedBox;
1172 WINED3DBOX dirtyBox;
1176 } IWineD3DVolumeImpl;
1178 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1180 /*****************************************************************************
1181 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1183 typedef struct IWineD3DVolumeTextureImpl
1185 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1186 const IWineD3DVolumeTextureVtbl *lpVtbl;
1187 IWineD3DResourceClass resource;
1188 IWineD3DBaseTextureClass baseTexture;
1190 /* IWineD3DVolumeTexture */
1191 IWineD3DVolume *volumes[MAX_LEVELS];
1196 } IWineD3DVolumeTextureImpl;
1198 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1200 typedef struct _WINED3DSURFACET_DESC
1202 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1203 DWORD MultiSampleQuality;
1206 } WINED3DSURFACET_DESC;
1208 /*****************************************************************************
1209 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1211 typedef struct wineD3DSurface_DIB {
1217 } wineD3DSurface_DIB;
1224 } renderbuffer_entry_t;
1226 /*****************************************************************************
1227 * IWineD3DClipp implementation structure
1229 typedef struct IWineD3DClipperImpl
1231 const IWineD3DClipperVtbl *lpVtbl;
1236 } IWineD3DClipperImpl;
1239 /*****************************************************************************
1240 * IWineD3DSurface implementation structure
1242 struct IWineD3DSurfaceImpl
1244 /* IUnknown & IWineD3DResource Information */
1245 const IWineD3DSurfaceVtbl *lpVtbl;
1246 IWineD3DResourceClass resource;
1248 /* IWineD3DSurface fields */
1249 IWineD3DBase *container;
1250 WINED3DSURFACET_DESC currentDesc;
1251 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1252 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1256 /* TODO: move this off into a management class(maybe!) */
1262 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1263 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1265 /* Oversized texture */
1274 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1276 glDescriptor glDescription;
1280 wineD3DSurface_DIB dib;
1283 /* Color keys for DDraw */
1284 WINEDDCOLORKEY DestBltCKey;
1285 WINEDDCOLORKEY DestOverlayCKey;
1286 WINEDDCOLORKEY SrcOverlayCKey;
1287 WINEDDCOLORKEY SrcBltCKey;
1290 WINEDDCOLORKEY glCKey;
1292 struct list renderbuffers;
1293 renderbuffer_entry_t *current_renderbuffer;
1295 /* DirectDraw clippers */
1296 IWineD3DClipper *clipper;
1299 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1300 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1302 /* Predeclare the shared Surface functions */
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1304 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1310 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1311 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1312 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1323 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1332 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1336 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1338 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1340 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1341 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1342 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1343 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1345 /* Surface flags: */
1346 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1347 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1348 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1349 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1350 #define SFLAG_DISCARD 0x00000010 /* ??? */
1351 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1352 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1353 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1354 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1355 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1356 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1357 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1358 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1359 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1360 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1361 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1362 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1363 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1364 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1366 /* In some conditions the surface memory must not be freed:
1367 * SFLAG_OVERSIZE: Not all data can be kept in GL
1368 * SFLAG_CONVERTED: Converting the data back would take too long
1369 * SFLAG_DIBSECTION: The dib code manages the memory
1370 * SFLAG_LOCKED: The app requires access to the surface data
1371 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1372 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1373 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1374 * SFLAG_CLIENT: OpenGL uses our memory as backup
1376 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1378 SFLAG_DIBSECTION | \
1386 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1389 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1394 CONVERT_PALETTED_CK,
1398 CONVERT_CK_4444_ARGB,
1403 CONVERT_CK_8888_ARGB,
1416 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);
1418 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1420 /*****************************************************************************
1421 * IWineD3DVertexDeclaration implementation structure
1423 typedef struct attrib_declaration {
1426 } attrib_declaration;
1428 #define MAX_ATTRIBS 16
1430 typedef struct IWineD3DVertexDeclarationImpl {
1431 /* IUnknown Information */
1432 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1436 IWineD3DDeviceImpl *wineD3DDevice;
1438 WINED3DVERTEXELEMENT *pDeclarationWine;
1439 UINT declarationWNumElements;
1441 DWORD streams[MAX_STREAMS];
1443 BOOL position_transformed;
1444 BOOL half_float_conv_needed;
1446 /* Ordered array of declaration types that need swizzling in a vshader */
1447 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1448 UINT num_swizzled_attribs;
1449 } IWineD3DVertexDeclarationImpl;
1451 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1453 /*****************************************************************************
1454 * IWineD3DStateBlock implementation structure
1457 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1458 /* Note: Very long winded but gl Lists are not flexible enough */
1459 /* to resolve everything we need, so doing it manually for now */
1460 typedef struct SAVEDSTATES {
1464 BOOL streamSource[MAX_STREAMS];
1465 BOOL streamFreq[MAX_STREAMS];
1466 BOOL textures[MAX_COMBINED_SAMPLERS];
1467 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1469 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1470 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1471 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1472 BOOL clipplane[MAX_CLIPPLANES];
1475 BOOL pixelShaderConstantsB[MAX_CONST_B];
1476 BOOL pixelShaderConstantsI[MAX_CONST_I];
1477 BOOL *pixelShaderConstantsF;
1479 BOOL vertexShaderConstantsB[MAX_CONST_B];
1480 BOOL vertexShaderConstantsI[MAX_CONST_I];
1481 BOOL *vertexShaderConstantsF;
1496 struct IWineD3DStateBlockImpl
1498 /* IUnknown fields */
1499 const IWineD3DStateBlockVtbl *lpVtbl;
1500 LONG ref; /* Note: Ref counting not required */
1502 /* IWineD3DStateBlock information */
1504 IWineD3DDeviceImpl *wineD3DDevice;
1505 WINED3DSTATEBLOCKTYPE blockType;
1507 /* Array indicating whether things have been set or changed */
1508 SAVEDSTATES changed;
1509 struct list set_vconstantsF;
1510 struct list set_pconstantsF;
1512 /* Drawing - Vertex Shader or FVF related */
1514 /* Vertex Shader Declaration */
1515 IWineD3DVertexDeclaration *vertexDecl;
1517 IWineD3DVertexShader *vertexShader;
1519 /* Vertex Shader Constants */
1520 BOOL vertexShaderConstantB[MAX_CONST_B];
1521 INT vertexShaderConstantI[MAX_CONST_I * 4];
1522 float *vertexShaderConstantF;
1526 UINT streamStride[MAX_STREAMS];
1527 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1528 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1529 UINT streamFreq[MAX_STREAMS + 1];
1530 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1533 IWineD3DIndexBuffer* pIndexData;
1534 INT baseVertexIndex;
1535 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1538 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1540 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1541 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1542 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1543 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1544 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1547 double clipplane[MAX_CLIPPLANES][4];
1548 WINED3DCLIPSTATUS clip_status;
1551 WINED3DVIEWPORT viewport;
1554 WINED3DMATERIAL material;
1557 IWineD3DPixelShader *pixelShader;
1559 /* Pixel Shader Constants */
1560 BOOL pixelShaderConstantB[MAX_CONST_B];
1561 INT pixelShaderConstantI[MAX_CONST_I * 4];
1562 float *pixelShaderConstantF;
1565 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1568 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1569 int textureDimensions[MAX_COMBINED_SAMPLERS];
1571 /* Texture State Stage */
1572 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1573 DWORD lowest_disabled_stage;
1574 /* Sampler States */
1575 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1577 /* Current GLSL Shader Program */
1578 struct glsl_shader_prog_link *glsl_program;
1580 /* Scissor test rectangle */
1583 /* Contained state management */
1584 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1585 unsigned int num_contained_render_states;
1586 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1587 unsigned int num_contained_transform_states;
1588 DWORD contained_vs_consts_i[MAX_CONST_I];
1589 unsigned int num_contained_vs_consts_i;
1590 DWORD contained_vs_consts_b[MAX_CONST_B];
1591 unsigned int num_contained_vs_consts_b;
1592 DWORD *contained_vs_consts_f;
1593 unsigned int num_contained_vs_consts_f;
1594 DWORD contained_ps_consts_i[MAX_CONST_I];
1595 unsigned int num_contained_ps_consts_i;
1596 DWORD contained_ps_consts_b[MAX_CONST_B];
1597 unsigned int num_contained_ps_consts_b;
1598 DWORD *contained_ps_consts_f;
1599 unsigned int num_contained_ps_consts_f;
1600 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1601 unsigned int num_contained_tss_states;
1602 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1603 unsigned int num_contained_sampler_states;
1606 extern void stateblock_savedstates_set(
1607 IWineD3DStateBlock* iface,
1608 SAVEDSTATES* states,
1611 extern void stateblock_savedstates_copy(
1612 IWineD3DStateBlock* iface,
1614 SAVEDSTATES* source);
1616 extern void stateblock_copy(
1617 IWineD3DStateBlock* destination,
1618 IWineD3DStateBlock* source);
1620 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1622 /* Direct3D terminology with little modifications. We do not have an issued state
1623 * because only the driver knows about it, but we have a created state because d3d
1624 * allows GetData on a created issue, but opengl doesn't
1631 /*****************************************************************************
1632 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1634 typedef struct IWineD3DQueryImpl
1636 const IWineD3DQueryVtbl *lpVtbl;
1637 LONG ref; /* Note: Ref counting not required */
1640 /*TODO: replace with iface usage */
1642 IWineD3DDevice *wineD3DDevice;
1644 IWineD3DDeviceImpl *wineD3DDevice;
1647 /* IWineD3DQuery fields */
1648 enum query_state state;
1649 WINED3DQUERYTYPE type;
1650 /* TODO: Think about using a IUnknown instead of a void* */
1654 } IWineD3DQueryImpl;
1656 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1657 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1658 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1660 /* Datastructures for IWineD3DQueryImpl.extendedData */
1661 typedef struct WineQueryOcclusionData {
1663 WineD3DContext *ctx;
1664 } WineQueryOcclusionData;
1666 typedef struct WineQueryEventData {
1668 WineD3DContext *ctx;
1669 } WineQueryEventData;
1671 /*****************************************************************************
1672 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1675 typedef struct IWineD3DSwapChainImpl
1678 const IWineD3DSwapChainVtbl *lpVtbl;
1679 LONG ref; /* Note: Ref counting not required */
1682 IWineD3DDeviceImpl *wineD3DDevice;
1684 /* IWineD3DSwapChain fields */
1685 IWineD3DSurface **backBuffer;
1686 IWineD3DSurface *frontBuffer;
1687 BOOL wantsDepthStencilBuffer;
1688 WINED3DPRESENT_PARAMETERS presentParms;
1689 DWORD orig_width, orig_height;
1690 WINED3DFORMAT orig_fmt;
1692 long prev_time, frames; /* Performance tracking */
1693 unsigned int vSyncCounter;
1695 WineD3DContext **context; /* Later a array for multithreading */
1696 unsigned int num_contexts;
1699 } IWineD3DSwapChainImpl;
1701 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1703 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1705 /*****************************************************************************
1706 * Utility function prototypes
1709 /* Trace routines */
1710 const char* debug_d3dformat(WINED3DFORMAT fmt);
1711 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1712 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1713 const char* debug_d3dusage(DWORD usage);
1714 const char* debug_d3dusagequery(DWORD usagequery);
1715 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1716 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1717 const char* debug_d3ddeclusage(BYTE usage);
1718 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1719 const char* debug_d3drenderstate(DWORD state);
1720 const char* debug_d3dsamplerstate(DWORD state);
1721 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1722 const char* debug_d3dtexturestate(DWORD state);
1723 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1724 const char* debug_d3dpool(WINED3DPOOL pool);
1725 const char *debug_fbostatus(GLenum status);
1726 const char *debug_glerror(GLenum error);
1727 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1728 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1730 /* Routines for GL <-> D3D values */
1731 GLenum StencilOp(DWORD op);
1732 GLenum CompareFunc(DWORD func);
1733 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1734 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);
1735 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1737 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1738 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1740 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1741 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1744 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1745 unsigned int count_bits(unsigned int mask);
1747 /*****************************************************************************
1748 * To enable calling of inherited functions, requires prototypes
1750 * Note: Only require classes which are subclassed, ie resource, basetexture,
1752 /*** IUnknown methods ***/
1753 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1754 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1755 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1756 /*** IWineD3DResource methods ***/
1757 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1758 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1759 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1760 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1761 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1762 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1763 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1764 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1765 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1766 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1767 /*** class static members ***/
1768 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1770 /*** IUnknown methods ***/
1771 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1772 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1773 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1774 /*** IWineD3DResource methods ***/
1775 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1776 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1777 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1778 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1779 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1780 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1781 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1782 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1783 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1784 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1785 /*** IWineD3DBaseTexture methods ***/
1786 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1787 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1788 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1789 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1790 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1791 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1792 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1793 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1795 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1796 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1797 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1798 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1799 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1800 /*** class static members ***/
1801 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1803 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1805 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1806 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1807 * used if the user is using GLSL shaders. */
1808 struct glsl_shader_prog_link {
1809 struct list vshader_entry;
1810 struct list pshader_entry;
1811 GLhandleARB programId;
1812 GLhandleARB *vuniformF_locations;
1813 GLhandleARB *puniformF_locations;
1814 GLhandleARB vuniformI_locations[MAX_CONST_I];
1815 GLhandleARB puniformI_locations[MAX_CONST_I];
1816 GLhandleARB posFixup_location;
1817 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1818 GLhandleARB luminancescale_location[MAX_TEXTURES];
1819 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1820 GLhandleARB srgb_comparison_location;
1821 GLhandleARB srgb_mul_low_location;
1822 GLhandleARB ycorrection_location;
1823 GLhandleARB vshader;
1824 GLhandleARB pshader;
1828 GLhandleARB vshader;
1829 GLhandleARB pshader;
1830 } glsl_program_key_t;
1832 /* TODO: Make this dynamic, based on shader limits ? */
1833 #define MAX_REG_ADDR 1
1834 #define MAX_REG_TEMP 32
1835 #define MAX_REG_TEXCRD 8
1836 #define MAX_REG_INPUT 12
1837 #define MAX_REG_OUTPUT 12
1838 #define MAX_CONST_I 16
1839 #define MAX_CONST_B 16
1841 /* FIXME: This needs to go up to 2048 for
1842 * Shader model 3 according to msdn (and for software shaders) */
1843 #define MAX_LABELS 16
1845 typedef struct semantic {
1850 typedef struct local_constant {
1856 typedef struct shader_reg_maps {
1858 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1859 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1860 char address[MAX_REG_ADDR]; /* vertex */
1861 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1862 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1863 char attributes[MAX_ATTRIBS]; /* vertex */
1864 char labels[MAX_LABELS]; /* pixel, vertex */
1865 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1867 /* Sampler usage tokens
1868 * Use 0 as default (bit 31 is always 1 on a valid token) */
1869 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1870 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1871 char usesnrm, vpos, usesdsy;
1874 /* Whether or not loops are used in this shader, and nesting depth */
1875 unsigned loop_depth;
1877 /* Whether or not this shader uses fog */
1882 /* Undocumented opcode controls */
1883 #define INST_CONTROLS_SHIFT 16
1884 #define INST_CONTROLS_MASK 0x00ff0000
1886 typedef enum COMPARISON_TYPE {
1895 typedef struct SHADER_OPCODE {
1896 unsigned int opcode;
1900 CONST UINT num_params;
1901 SHADER_HANDLER hw_fct;
1902 SHADER_HANDLER hw_glsl_fct;
1907 typedef struct SHADER_OPCODE_ARG {
1908 IWineD3DBaseShader* shader;
1909 shader_reg_maps* reg_maps;
1910 CONST SHADER_OPCODE* opcode;
1917 SHADER_BUFFER* buffer;
1918 } SHADER_OPCODE_ARG;
1920 typedef struct SHADER_LIMITS {
1921 unsigned int temporary;
1922 unsigned int texcoord;
1923 unsigned int sampler;
1924 unsigned int constant_int;
1925 unsigned int constant_float;
1926 unsigned int constant_bool;
1927 unsigned int address;
1928 unsigned int packed_output;
1929 unsigned int packed_input;
1930 unsigned int attributes;
1934 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1935 maintain state information between multiple codes */
1936 typedef struct SHADER_PARSE_STATE {
1937 unsigned int current_row;
1938 DWORD texcoord_w[2];
1939 } SHADER_PARSE_STATE;
1942 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1944 #define PRINTF_ATTR(fmt,args)
1947 /* Base Shader utility functions.
1948 * (may move callers into the same file in the future) */
1949 extern int shader_addline(
1950 SHADER_BUFFER* buffer,
1951 const char* fmt, ...) PRINTF_ATTR(2,3);
1953 extern const SHADER_OPCODE* shader_get_opcode(
1954 IWineD3DBaseShader *iface,
1957 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1959 /* Vertex shader utility functions */
1960 extern BOOL vshader_get_input(
1961 IWineD3DVertexShader* iface,
1962 BYTE usage_req, BYTE usage_idx_req,
1963 unsigned int* regnum);
1965 extern BOOL vshader_input_is_color(
1966 IWineD3DVertexShader* iface,
1967 unsigned int regnum);
1969 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1971 /* ARB_[vertex/fragment]_program helper functions */
1972 extern void shader_arb_load_constants(
1973 IWineD3DDevice* device,
1974 char usePixelShader,
1975 char useVertexShader);
1977 /* ARB shader program Prototypes */
1978 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1980 /* ARB pixel shader prototypes */
1981 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2005 /* ARB vertex / pixel shader common prototypes */
2006 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2007 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2008 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2010 /* ARB vertex shader prototypes */
2011 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2012 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2014 /* GLSL helper functions */
2015 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2016 extern void shader_glsl_load_constants(
2017 IWineD3DDevice* device,
2018 char usePixelShader,
2019 char useVertexShader);
2021 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2022 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2057 /** GLSL Pixel Shader Prototypes */
2058 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_input_pack(
2079 SHADER_BUFFER* buffer,
2080 semantic* semantics_out,
2081 IWineD3DPixelShader *iface);
2083 /*****************************************************************************
2084 * IDirect3DBaseShader implementation structure
2086 typedef struct IWineD3DBaseShaderClass
2090 SHADER_LIMITS limits;
2091 SHADER_PARSE_STATE parse_state;
2092 CONST SHADER_OPCODE *shader_ins;
2094 UINT functionLength;
2097 UINT cur_loop_depth, cur_loop_regno;
2098 BOOL load_local_constsF;
2100 /* Type of shader backend */
2103 /* Programs this shader is linked with */
2104 struct list linked_programs;
2106 /* Immediate constants (override global ones) */
2107 struct list constantsB;
2108 struct list constantsF;
2109 struct list constantsI;
2110 shader_reg_maps reg_maps;
2112 /* Pixel formats of sampled textures, for format conversion. This
2113 * represents the formats found during compilation, it is not initialized
2114 * on the first parser pass. It is needed to check if the shader
2115 * needs recompilation to adjust the format conversion
2117 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2118 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2119 UINT num_sampled_samplers;
2121 UINT recompile_count;
2123 /* Pointer to the parent device */
2124 IWineD3DDevice *device;
2125 struct list shader_list_entry;
2127 } IWineD3DBaseShaderClass;
2129 typedef struct IWineD3DBaseShaderImpl {
2131 const IWineD3DBaseShaderVtbl *lpVtbl;
2133 /* IWineD3DBaseShader */
2134 IWineD3DBaseShaderClass baseShader;
2135 } IWineD3DBaseShaderImpl;
2137 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2138 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2139 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2141 extern HRESULT shader_get_registers_used(
2142 IWineD3DBaseShader *iface,
2143 shader_reg_maps* reg_maps,
2144 semantic* semantics_in,
2145 semantic* semantics_out,
2146 CONST DWORD* pToken,
2147 IWineD3DStateBlockImpl *stateBlock);
2149 extern void shader_generate_glsl_declarations(
2150 IWineD3DBaseShader *iface,
2151 shader_reg_maps* reg_maps,
2152 SHADER_BUFFER* buffer,
2153 WineD3D_GL_Info* gl_info);
2155 extern void shader_generate_arb_declarations(
2156 IWineD3DBaseShader *iface,
2157 shader_reg_maps* reg_maps,
2158 SHADER_BUFFER* buffer,
2159 WineD3D_GL_Info* gl_info);
2161 extern void shader_generate_main(
2162 IWineD3DBaseShader *iface,
2163 SHADER_BUFFER* buffer,
2164 shader_reg_maps* reg_maps,
2165 CONST DWORD* pFunction);
2167 extern void shader_dump_ins_modifiers(
2168 const DWORD output);
2170 extern void shader_dump_param(
2171 IWineD3DBaseShader *iface,
2173 const DWORD addr_token,
2176 extern void shader_trace_init(
2177 IWineD3DBaseShader *iface,
2178 const DWORD* pFunction);
2180 extern int shader_get_param(
2181 IWineD3DBaseShader* iface,
2182 const DWORD* pToken,
2186 extern int shader_skip_unrecognized(
2187 IWineD3DBaseShader* iface,
2188 const DWORD* pToken);
2190 extern void print_glsl_info_log(
2191 WineD3D_GL_Info *gl_info,
2194 static inline int shader_get_regtype(const DWORD param) {
2195 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2196 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2199 static inline int shader_get_writemask(const DWORD param) {
2200 return param & WINED3DSP_WRITEMASK_ALL;
2203 extern unsigned int shader_get_float_offset(const DWORD reg);
2205 static inline BOOL shader_is_pshader_version(DWORD token) {
2206 return 0xFFFF0000 == (token & 0xFFFF0000);
2209 static inline BOOL shader_is_vshader_version(DWORD token) {
2210 return 0xFFFE0000 == (token & 0xFFFF0000);
2213 static inline BOOL shader_is_comment(DWORD token) {
2214 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2217 static inline BOOL shader_is_scalar(DWORD param) {
2218 DWORD reg_type = shader_get_regtype(param);
2222 case WINED3DSPR_RASTOUT:
2223 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2230 case WINED3DSPR_DEPTHOUT: /* oDepth */
2231 case WINED3DSPR_CONSTBOOL: /* b# */
2232 case WINED3DSPR_LOOP: /* aL */
2233 case WINED3DSPR_PREDICATE: /* p0 */
2236 case WINED3DSPR_MISCTYPE:
2237 reg_num = param & WINED3DSP_REGNUM_MASK;
2252 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2253 local_constant* lconst;
2255 if(This->baseShader.load_local_constsF) return FALSE;
2256 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2257 if(lconst->idx == reg) return TRUE;
2263 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2264 * so upload them above that
2266 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2267 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2269 /*****************************************************************************
2270 * IDirect3DVertexShader implementation structure
2272 typedef struct IWineD3DVertexShaderImpl {
2274 const IWineD3DVertexShaderVtbl *lpVtbl;
2276 /* IWineD3DBaseShader */
2277 IWineD3DBaseShaderClass baseShader;
2279 /* IWineD3DVertexShaderImpl */
2284 /* Vertex shader input and output semantics */
2285 semantic semantics_in [MAX_ATTRIBS];
2286 semantic semantics_out [MAX_REG_OUTPUT];
2288 /* Ordered array of attributes that are swizzled */
2289 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2290 UINT num_swizzled_attribs;
2292 /* run time datas... */
2294 UINT min_rel_offset, max_rel_offset;
2297 UINT recompile_count;
2298 #if 0 /* needs reworking */
2299 /* run time datas */
2300 VSHADERINPUTDATA input;
2301 VSHADEROUTPUTDATA output;
2303 } IWineD3DVertexShaderImpl;
2304 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2305 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2307 /*****************************************************************************
2308 * IDirect3DPixelShader implementation structure
2311 enum vertexprocessing_mode {
2317 struct stb_const_desc {
2322 typedef struct IWineD3DPixelShaderImpl {
2323 /* IUnknown parts */
2324 const IWineD3DPixelShaderVtbl *lpVtbl;
2326 /* IWineD3DBaseShader */
2327 IWineD3DBaseShaderClass baseShader;
2329 /* IWineD3DPixelShaderImpl */
2332 /* Pixel shader input semantics */
2333 semantic semantics_in [MAX_REG_INPUT];
2334 DWORD input_reg_map[MAX_REG_INPUT];
2335 BOOL input_reg_used[MAX_REG_INPUT];
2340 /* Some information about the shader behavior */
2341 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2342 char numbumpenvmatconsts;
2343 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2345 char srgb_mode_hardcoded;
2346 UINT srgb_low_const;
2347 UINT srgb_cmp_const;
2349 BOOL render_offscreen;
2351 enum vertexprocessing_mode vertexprocessing;
2353 #if 0 /* needs reworking */
2354 PSHADERINPUTDATA input;
2355 PSHADEROUTPUTDATA output;
2357 } IWineD3DPixelShaderImpl;
2359 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2360 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2362 /* sRGB correction constants */
2363 static const float srgb_cmp = 0.0031308;
2364 static const float srgb_mul_low = 12.92;
2365 static const float srgb_pow = 0.41666;
2366 static const float srgb_mul_high = 1.055;
2367 static const float srgb_sub_high = 0.055;
2369 /*****************************************************************************
2370 * IWineD3DPalette implementation structure
2372 struct IWineD3DPaletteImpl {
2373 /* IUnknown parts */
2374 const IWineD3DPaletteVtbl *lpVtbl;
2378 IWineD3DDeviceImpl *wineD3DDevice;
2380 /* IWineD3DPalette */
2382 WORD palVersion; /*| */
2383 WORD palNumEntries; /*| LOGPALETTE */
2384 PALETTEENTRY palents[256]; /*| */
2385 /* This is to store the palette in 'screen format' */
2386 int screen_palents[256];
2390 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2391 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2393 /* DirectDraw utility functions */
2394 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2396 /*****************************************************************************
2397 * Pixel format management
2400 WINED3DFORMAT format;
2401 DWORD alphaMask, redMask, greenMask, blueMask;
2403 short depthSize, stencilSize;
2405 } StaticPixelFormatDesc;
2407 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2408 WineD3D_GL_Info *gl_info,
2409 const GlPixelFormatDesc **glDesc);
2411 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2412 return (device->vs_selected_mode != SHADER_NONE
2413 && device->stateBlock->vertexShader
2414 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2415 && !device->strided_streams.u.s.position_transformed);
2418 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2419 return (device->ps_selected_mode != SHADER_NONE
2420 && device->stateBlock->pixelShader
2421 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2424 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2425 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);