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);
50 struct hash_table_entry_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 struct 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 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct 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;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
177 #define SHADER_GLSL 2
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
253 extern const shader_backend_t atifs_shader_backend;
254 extern const shader_backend_t glsl_shader_backend;
255 extern const shader_backend_t arb_program_shader_backend;
256 extern const shader_backend_t none_shader_backend;
260 extern void (*wine_tsx11_lock_ptr)(void);
261 extern void (*wine_tsx11_unlock_ptr)(void);
263 /* As GLX relies on X, this is needed */
267 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
268 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
270 #define ENTER_GL() wine_tsx11_lock_ptr()
271 #define LEAVE_GL() wine_tsx11_unlock_ptr()
274 /*****************************************************************************
278 /* GL related defines */
279 /* ------------------ */
280 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
281 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
282 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
283 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
285 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
286 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
287 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
288 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
290 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
291 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
292 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
293 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
295 #define D3DCOLORTOGLFLOAT4(dw, vec) \
296 (vec)[0] = D3DCOLOR_R(dw); \
297 (vec)[1] = D3DCOLOR_G(dw); \
298 (vec)[2] = D3DCOLOR_B(dw); \
299 (vec)[3] = D3DCOLOR_A(dw);
301 /* DirectX Device Limits */
302 /* --------------------- */
303 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
305 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
306 See MaxStreams in MSDN under GetDeviceCaps */
307 /* Maximum number of constants provided to the shaders */
308 #define HIGHEST_TRANSFORMSTATE 512
309 /* Highest value in WINED3DTRANSFORMSTATETYPE */
311 /* Checking of API calls */
312 /* --------------------- */
313 #define checkGLcall(A) \
315 GLint err = glGetError(); \
316 if (err == GL_NO_ERROR) { \
317 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
320 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
321 debug_glerror(err), err, A, __FILE__, __LINE__); \
322 err = glGetError(); \
323 } while (err != GL_NO_ERROR); \
326 /* Trace routines / diagnostics */
327 /* ---------------------------- */
329 /* Dump out a matrix and copy it */
330 #define conv_mat(mat,gl_mat) \
332 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
333 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
334 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
335 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
336 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
339 /* Macro to dump out the current state of the light chain */
340 #define DUMP_LIGHT_CHAIN() \
342 PLIGHTINFOEL *el = This->stateBlock->lights;\
344 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
349 /* Trace vector and strided data information */
350 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
351 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
352 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);
354 /* Defines used for optimizations */
356 /* Only reapply what is necessary */
357 #define REAPPLY_ALPHAOP 0x0001
358 #define REAPPLY_ALL 0xFFFF
360 /* Advance declaration of structures to satisfy compiler */
361 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
362 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
363 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
364 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
366 /* Global variables */
367 extern const float identity[16];
369 /*****************************************************************************
370 * Compilable extra diagnostics
373 /* Trace information per-vertex: (extremely high amount of trace) */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 # define VTRACE(A) TRACE A
380 /* Checking of per-vertex related GL calls */
381 /* --------------------- */
382 #define vcheckGLcall(A) \
384 GLint err = glGetError(); \
385 if (err == GL_NO_ERROR) { \
386 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
389 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
390 debug_glerror(err), err, A, __FILE__, __LINE__); \
391 err = glGetError(); \
392 } while (err != GL_NO_ERROR); \
395 /* TODO: Confirm each of these works when wined3d move completed */
396 #if 0 /* NOTE: Must be 0 in cvs */
397 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
398 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
399 is enabled, and if it doesn't exist it is disabled. */
400 # define FRAME_DEBUGGING
401 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
402 the file is deleted */
403 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
404 # define SINGLE_FRAME_DEBUGGING
406 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
407 It can only be enabled when FRAME_DEBUGGING is also enabled
408 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
410 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
411 # define SHOW_FRAME_MAKEUP 1
413 /* The following, when enabled, lets you see the makeup of the all the textures used during each
414 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
415 The contents of the textures assigned to each stage are written into
416 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
417 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
418 # define SHOW_TEXTURE_MAKEUP 0
421 extern BOOL isDumpingFrames;
422 extern LONG primCounter;
425 /*****************************************************************************
429 /* Routine common to the draw primitive and draw indexed primitive routines */
430 void drawPrimitive(IWineD3DDevice *iface,
434 long StartVertexIndex,
435 UINT numberOfVertices,
441 void primitiveDeclarationConvertToStridedData(
442 IWineD3DDevice *iface,
443 BOOL useVertexShaderFunction,
444 WineDirect3DVertexStridedData *strided,
447 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
449 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
450 typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
451 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
452 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
453 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
454 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
458 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
459 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
461 /* Routines and structures related to state management */
462 typedef struct WineD3DContext WineD3DContext;
463 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
465 #define STATE_RENDER(a) (a)
466 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
468 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
469 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
471 /* + 1 because samplers start with 0 */
472 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
473 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
475 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
476 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
478 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
479 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
481 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
482 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
483 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
484 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
486 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
487 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
489 #define STATE_VSHADER (STATE_VDECL + 1)
490 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
492 #define STATE_VIEWPORT (STATE_VSHADER + 1)
493 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
495 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
496 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
497 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
498 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
500 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
501 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
503 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
504 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
506 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
507 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
509 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
511 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
513 #define STATE_HIGHEST (STATE_FRONTFACE)
517 DWORD representative;
518 APPLYSTATEFUNC apply;
521 struct StateEntryTemplate
524 struct StateEntry content;
525 GL_SupportedExt extension;
528 struct fragment_caps {
529 DWORD PrimitiveMiscCaps;
532 DWORD MaxTextureBlendStages;
533 DWORD MaxSimultaneousTextures;
536 struct fragment_pipeline {
537 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
538 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
539 HRESULT (*alloc_private)(IWineD3DDevice *iface);
540 void (*free_private)(IWineD3DDevice *iface);
541 BOOL (*conv_supported)(WINED3DFORMAT conv);
542 const struct StateEntryTemplate *states;
543 BOOL ffp_proj_control;
546 extern const struct StateEntryTemplate misc_state_template[];
547 extern const struct StateEntryTemplate ffp_vertexstate_template[];
548 extern const struct fragment_pipeline ffp_fragment_pipeline;
549 extern const struct fragment_pipeline atifs_fragment_pipeline;
550 extern const struct fragment_pipeline arbfp_fragment_pipeline;
551 extern const struct fragment_pipeline nvts_fragment_pipeline;
552 extern const struct fragment_pipeline nvrc_fragment_pipeline;
554 /* "Base" state table */
555 void compile_state_table(struct StateEntry *StateTable,
556 APPLYSTATEFUNC **dev_multistate_funcs,
557 WineD3D_GL_Info *gl_info,
558 const struct StateEntryTemplate *vertex,
559 const struct fragment_pipeline *fragment,
560 const struct StateEntryTemplate *misc);
562 /* Shaders for color conversions in blits */
564 HRESULT (*alloc_private)(IWineD3DDevice *iface);
565 void (*free_private)(IWineD3DDevice *iface);
566 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
567 void (*unset_shader)(IWineD3DDevice *iface);
568 BOOL (*conv_supported)(WINED3DFORMAT conv);
571 extern const struct blit_shader ffp_blit;
572 extern const struct blit_shader arbfp_blit;
574 /* The new context manager that should deal with onscreen and offscreen rendering */
575 struct WineD3DContext {
576 /* State dirtification
577 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
578 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
579 * 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
580 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
582 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
583 DWORD numDirtyEntries;
584 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
586 IWineD3DSurface *surface;
587 DWORD tid; /* Thread ID which owns this context at the moment */
589 /* Stores some information about the context state for optimization */
590 BOOL draw_buffer_dirty;
591 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
592 BOOL last_was_pshader;
593 BOOL last_was_vshader;
594 BOOL last_was_foggy_shader;
595 BOOL namedArraysLoaded, numberedArraysLoaded;
596 BOOL lastWasPow2Texture[MAX_TEXTURES];
597 GLenum tracking_parm; /* Which source is tracking current colour */
598 unsigned char num_untracked_materials;
599 GLenum untracked_materials[2];
600 BOOL last_was_blit, last_was_ckey;
602 char texShaderBumpMap;
605 char *vshader_const_dirty, *pshader_const_dirty;
607 /* The actual opengl context */
616 struct list fbo_list;
617 struct fbo_entry *current_fbo;
622 typedef enum ContextUsage {
623 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
624 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
625 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
626 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
629 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
630 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
631 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
632 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
633 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
634 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
636 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
637 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
639 /* Macros for doing basic GPU detection based on opengl capabilities */
640 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
641 #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])
642 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
643 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
645 /* Default callbacks for implicit object destruction */
646 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
648 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
650 /*****************************************************************************
651 * Internal representation of a light
653 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
654 struct PLIGHTINFOEL {
655 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
662 /* Converted parms to speed up swapping lights */
671 /* The default light parameters */
672 extern const WINED3DLIGHT WINED3D_default_light;
674 typedef struct WineD3D_PixelFormat
676 int iPixelFormat; /* WGL pixel format */
677 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
678 int redSize, greenSize, blueSize, alphaSize;
679 int depthSize, stencilSize;
681 BOOL pbufferDrawable;
685 } WineD3D_PixelFormat;
687 /* The adapter structure */
688 struct WineD3DAdapter
693 WineD3D_GL_Info gl_info;
695 const char *description;
696 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
698 WineD3D_PixelFormat *cfgs;
699 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
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
746 /*****************************************************************************
747 * Fixed function pipeline replacements
749 struct texture_stage_op
751 unsigned cop : 5, aop : 5;
752 #define ARG_UNUSED 0x3f
753 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
754 unsigned tex_type : 3;
755 unsigned dst : 1; /* Total of 32 bits */
756 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
757 unsigned projected : 2;
758 unsigned padding : 12; /* Total of 64 bits */
759 WINED3DFORMAT color_correction;
762 struct ffp_settings {
763 struct texture_stage_op op[MAX_TEXTURES];
770 /* Use an int instead of a char to get dword alignment */
771 unsigned int sRGB_write;
776 struct ffp_settings settings;
779 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
780 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
781 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
782 BOOL ffp_program_key_compare(void *keya, void *keyb);
783 unsigned int ffp_program_key_hash(void *key);
785 /*****************************************************************************
786 * IWineD3D implementation structure
788 typedef struct IWineD3DImpl
790 /* IUnknown fields */
791 const IWineD3DVtbl *lpVtbl;
792 LONG ref; /* Note: Ref counting not required */
794 /* WineD3D Information */
799 extern const IWineD3DVtbl IWineD3D_Vtbl;
801 /* TODO: setup some flags in the registry to enable, disable pbuffer support
802 (since it will break quite a few things until contexts are managed properly!) */
803 extern BOOL pbuffer_support;
804 /* allocate one pbuffer per surface */
805 extern BOOL pbuffer_per_surface;
807 /* A helper function that dumps a resource list */
808 void dumpResources(struct list *list);
810 /*****************************************************************************
811 * IWineD3DDevice implementation structure
813 struct IWineD3DDeviceImpl
815 /* IUnknown fields */
816 const IWineD3DDeviceVtbl *lpVtbl;
817 LONG ref; /* Note: Ref counting not required */
819 /* WineD3D Information */
822 struct WineD3DAdapter *adapter;
824 /* Window styles to restore when switching fullscreen mode */
828 /* X and GL Information */
829 GLint maxConcurrentLights;
830 GLenum offscreenBuffer;
832 /* Selected capabilities */
833 int vs_selected_mode;
834 int ps_selected_mode;
835 const shader_backend_t *shader_backend;
839 struct StateEntry StateTable[STATE_HIGHEST + 1];
840 /* Array of functions for states which are handled by more than one pipeline part */
841 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
842 const struct fragment_pipeline *frag_pipe;
843 const struct blit_shader *blitter;
845 unsigned int max_ffp_textures, max_ffp_texture_stages;
848 BOOL view_ident; /* true iff view matrix is identity */
850 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
851 #define DDRAW_PITCH_ALIGNMENT 8
852 #define D3D8_PITCH_ALIGNMENT 4
853 unsigned char surface_alignment; /* Line Alignment of surfaces */
855 /* State block related */
856 BOOL isRecordingState;
857 IWineD3DStateBlockImpl *stateBlock;
858 IWineD3DStateBlockImpl *updateStateBlock;
861 /* Internal use fields */
862 WINED3DDEVICE_CREATION_PARAMETERS createParms;
864 WINED3DDEVTYPE devType;
866 IWineD3DSwapChain **swapchains;
867 UINT NumberOfSwapChains;
869 struct list resources; /* a linked list to track resources created by the device */
870 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
871 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
873 /* Render Target Support */
874 IWineD3DSurface **render_targets;
875 IWineD3DSurface *auto_depth_stencil_buffer;
876 IWineD3DSurface *stencilBufferTarget;
878 /* Caches to avoid unneeded context changes */
879 IWineD3DSurface *lastActiveRenderTarget;
880 IWineD3DSwapChain *lastActiveSwapChain;
882 /* palettes texture management */
883 UINT NumberOfPalettes;
884 PALETTEENTRY **palettes;
886 UINT paletteConversionShader;
888 /* For rendering to a texture using glCopyTexImage */
889 BOOL render_offscreen;
890 GLenum *draw_buffers;
891 GLuint depth_blt_texture;
896 /* Cursor management */
902 UINT cursorWidth, cursorHeight;
903 GLuint cursorTexture;
904 BOOL haveHardwareCursor;
905 HCURSOR hardwareCursor;
907 /* The Wine logo surface */
908 IWineD3DSurface *logo_surface;
910 /* Textures for when no other textures are mapped */
911 UINT dummyTextureName[MAX_TEXTURES];
913 /* Debug stream management */
916 /* Device state management */
918 BOOL d3d_initialized;
920 /* A flag to check for proper BeginScene / EndScene call pairs */
923 /* process vertex shaders using software or hardware */
924 BOOL softwareVertexProcessing;
926 /* DirectDraw stuff */
927 DWORD ddraw_width, ddraw_height;
928 WINED3DFORMAT ddraw_format;
930 /* Final position fixup constant */
933 /* With register combiners we can skip junk texture stages */
934 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
935 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
936 BOOL fixed_function_usage_map[MAX_TEXTURES];
938 /* Stream source management */
939 WineDirect3DVertexStridedData strided_streams;
940 WineDirect3DVertexStridedData *up_strided;
941 BOOL useDrawStridedSlow;
944 /* Context management */
945 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
946 WineD3DContext *activeContext;
949 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
950 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
952 /* High level patch management */
953 #define PATCHMAP_SIZE 43
954 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
955 struct list patches[PATCHMAP_SIZE];
956 struct WineD3DRectPatch *currentPatch;
959 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
961 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
962 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
963 float Z, DWORD Stencil);
964 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
965 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
966 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
967 DWORD idx = state >> 5;
968 BYTE shift = state & 0x1f;
969 return context->isStateDirty[idx] & (1 << shift);
972 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
973 typedef struct PrivateData
978 DWORD flags; /* DDSPD_* */
979 DWORD uniqueness_value;
990 /*****************************************************************************
991 * IWineD3DResource implementation structure
993 typedef struct IWineD3DResourceClass
995 /* IUnknown fields */
996 LONG ref; /* Note: Ref counting not required */
998 /* WineD3DResource Information */
1000 WINED3DRESOURCETYPE resourceType;
1001 IWineD3DDeviceImpl *wineD3DDevice;
1005 WINED3DFORMAT format;
1006 BYTE *allocatedMemory; /* Pointer to the real data location */
1007 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1008 struct list privateData;
1009 struct list resource_list_entry;
1011 } IWineD3DResourceClass;
1013 typedef struct IWineD3DResourceImpl
1015 /* IUnknown & WineD3DResource Information */
1016 const IWineD3DResourceVtbl *lpVtbl;
1017 IWineD3DResourceClass resource;
1018 } IWineD3DResourceImpl;
1020 /* Tests show that the start address of resources is 32 byte aligned */
1021 #define RESOURCE_ALIGNMENT 32
1023 /*****************************************************************************
1024 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1026 enum vbo_conversion_type {
1030 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1032 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1033 * fixed function semantics as D3DCOLOR or FLOAT16
1037 typedef struct IWineD3DVertexBufferImpl
1039 /* IUnknown & WineD3DResource Information */
1040 const IWineD3DVertexBufferVtbl *lpVtbl;
1041 IWineD3DResourceClass resource;
1043 /* WineD3DVertexBuffer specifics */
1046 /* Vertex buffer object support */
1053 UINT dirtystart, dirtyend;
1056 LONG declChanges, draws;
1057 /* Last description of the buffer */
1058 DWORD stride; /* 0 if no conversion */
1059 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1061 /* Extra load offsets, for FLOAT16 conversion */
1062 DWORD *conv_shift; /* NULL if no shifted conversion */
1063 DWORD conv_stride; /* 0 if no shifted conversion */
1064 } IWineD3DVertexBufferImpl;
1066 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1068 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1069 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1070 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1071 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1073 /*****************************************************************************
1074 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1076 typedef struct IWineD3DIndexBufferImpl
1078 /* IUnknown & WineD3DResource Information */
1079 const IWineD3DIndexBufferVtbl *lpVtbl;
1080 IWineD3DResourceClass resource;
1083 UINT dirtystart, dirtyend;
1086 /* WineD3DVertexBuffer specifics */
1087 } IWineD3DIndexBufferImpl;
1089 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1091 /*****************************************************************************
1092 * IWineD3DBaseTexture D3D- > openGL state map lookups
1094 #define WINED3DFUNC_NOTSUPPORTED -2
1095 #define WINED3DFUNC_UNIMPLEMENTED -1
1097 typedef enum winetexturestates {
1098 WINED3DTEXSTA_ADDRESSU = 0,
1099 WINED3DTEXSTA_ADDRESSV = 1,
1100 WINED3DTEXSTA_ADDRESSW = 2,
1101 WINED3DTEXSTA_BORDERCOLOR = 3,
1102 WINED3DTEXSTA_MAGFILTER = 4,
1103 WINED3DTEXSTA_MINFILTER = 5,
1104 WINED3DTEXSTA_MIPFILTER = 6,
1105 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1106 WINED3DTEXSTA_MAXANISOTROPY = 8,
1107 WINED3DTEXSTA_SRGBTEXTURE = 9,
1108 WINED3DTEXSTA_ELEMENTINDEX = 10,
1109 WINED3DTEXSTA_DMAPOFFSET = 11,
1110 WINED3DTEXSTA_TSSADDRESSW = 12,
1111 MAX_WINETEXTURESTATES = 13,
1112 } winetexturestates;
1114 /*****************************************************************************
1115 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1117 typedef struct IWineD3DBaseTextureClass
1123 WINED3DTEXTUREFILTERTYPE filterType;
1124 DWORD states[MAX_WINETEXTURESTATES];
1128 UINT srgb_mode_change_count;
1129 WINED3DFORMAT shader_conversion_group;
1130 float pow2Matrix[16];
1131 minMipLookup_t *minMipLookup;
1132 magLookup_t *magLookup;
1133 } IWineD3DBaseTextureClass;
1135 typedef struct IWineD3DBaseTextureImpl
1137 /* IUnknown & WineD3DResource Information */
1138 const IWineD3DBaseTextureVtbl *lpVtbl;
1139 IWineD3DResourceClass resource;
1140 IWineD3DBaseTextureClass baseTexture;
1142 } IWineD3DBaseTextureImpl;
1144 /*****************************************************************************
1145 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1147 typedef struct IWineD3DTextureImpl
1149 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1150 const IWineD3DTextureVtbl *lpVtbl;
1151 IWineD3DResourceClass resource;
1152 IWineD3DBaseTextureClass baseTexture;
1154 /* IWineD3DTexture */
1155 IWineD3DSurface *surfaces[MAX_LEVELS];
1162 } IWineD3DTextureImpl;
1164 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1166 /*****************************************************************************
1167 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1169 typedef struct IWineD3DCubeTextureImpl
1171 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1172 const IWineD3DCubeTextureVtbl *lpVtbl;
1173 IWineD3DResourceClass resource;
1174 IWineD3DBaseTextureClass baseTexture;
1176 /* IWineD3DCubeTexture */
1177 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1180 } IWineD3DCubeTextureImpl;
1182 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1184 typedef struct _WINED3DVOLUMET_DESC
1189 } WINED3DVOLUMET_DESC;
1191 /*****************************************************************************
1192 * IWineD3DVolume implementation structure (extends IUnknown)
1194 typedef struct IWineD3DVolumeImpl
1196 /* IUnknown & WineD3DResource fields */
1197 const IWineD3DVolumeVtbl *lpVtbl;
1198 IWineD3DResourceClass resource;
1200 /* WineD3DVolume Information */
1201 WINED3DVOLUMET_DESC currentDesc;
1202 IWineD3DBase *container;
1207 WINED3DBOX lockedBox;
1208 WINED3DBOX dirtyBox;
1212 } IWineD3DVolumeImpl;
1214 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1216 /*****************************************************************************
1217 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1219 typedef struct IWineD3DVolumeTextureImpl
1221 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1222 const IWineD3DVolumeTextureVtbl *lpVtbl;
1223 IWineD3DResourceClass resource;
1224 IWineD3DBaseTextureClass baseTexture;
1226 /* IWineD3DVolumeTexture */
1227 IWineD3DVolume *volumes[MAX_LEVELS];
1232 } IWineD3DVolumeTextureImpl;
1234 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1236 typedef struct _WINED3DSURFACET_DESC
1238 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1239 DWORD MultiSampleQuality;
1242 } WINED3DSURFACET_DESC;
1244 /*****************************************************************************
1245 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1247 typedef struct wineD3DSurface_DIB {
1253 } wineD3DSurface_DIB;
1260 } renderbuffer_entry_t;
1265 IWineD3DSurface **render_targets;
1266 IWineD3DSurface *depth_stencil;
1271 /*****************************************************************************
1272 * IWineD3DClipp implementation structure
1274 typedef struct IWineD3DClipperImpl
1276 const IWineD3DClipperVtbl *lpVtbl;
1281 } IWineD3DClipperImpl;
1284 /*****************************************************************************
1285 * IWineD3DSurface implementation structure
1287 struct IWineD3DSurfaceImpl
1289 /* IUnknown & IWineD3DResource Information */
1290 const IWineD3DSurfaceVtbl *lpVtbl;
1291 IWineD3DResourceClass resource;
1293 /* IWineD3DSurface fields */
1294 IWineD3DBase *container;
1295 WINED3DSURFACET_DESC currentDesc;
1296 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1297 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1301 /* TODO: move this off into a management class(maybe!) */
1308 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1309 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1311 /* Oversized texture */
1320 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1322 glDescriptor glDescription;
1326 wineD3DSurface_DIB dib;
1329 /* Color keys for DDraw */
1330 WINEDDCOLORKEY DestBltCKey;
1331 WINEDDCOLORKEY DestOverlayCKey;
1332 WINEDDCOLORKEY SrcOverlayCKey;
1333 WINEDDCOLORKEY SrcBltCKey;
1336 WINEDDCOLORKEY glCKey;
1338 struct list renderbuffers;
1339 renderbuffer_entry_t *current_renderbuffer;
1341 /* DirectDraw clippers */
1342 IWineD3DClipper *clipper;
1344 /* DirectDraw Overlay handling */
1345 RECT overlay_srcrect;
1346 RECT overlay_destrect;
1347 IWineD3DSurfaceImpl *overlay_dest;
1348 struct list overlays;
1349 struct list overlay_entry;
1352 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1353 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1355 /* Predeclare the shared Surface functions */
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1357 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1363 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1364 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1365 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1366 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1367 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1371 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1372 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1373 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1374 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1375 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1376 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1377 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1378 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1379 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1380 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1381 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1382 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1383 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1384 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1385 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1386 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1387 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1388 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1389 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1391 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1393 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1394 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1395 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1396 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1398 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1400 /* Surface flags: */
1401 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1402 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1403 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1404 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1405 #define SFLAG_DISCARD 0x00000010 /* ??? */
1406 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1407 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1408 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1409 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1410 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1411 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1412 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1413 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1414 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1415 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1416 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1417 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1418 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1419 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1420 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1421 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1422 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1423 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1425 /* In some conditions the surface memory must not be freed:
1426 * SFLAG_OVERSIZE: Not all data can be kept in GL
1427 * SFLAG_CONVERTED: Converting the data back would take too long
1428 * SFLAG_DIBSECTION: The dib code manages the memory
1429 * SFLAG_LOCKED: The app requires access to the surface data
1430 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1431 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1432 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1433 * SFLAG_CLIENT: OpenGL uses our memory as backup
1435 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1437 SFLAG_DIBSECTION | \
1445 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1449 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1452 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1457 CONVERT_PALETTED_CK,
1461 CONVERT_CK_4444_ARGB,
1466 CONVERT_CK_8888_ARGB,
1479 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);
1481 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1483 /*****************************************************************************
1484 * IWineD3DVertexDeclaration implementation structure
1486 typedef struct attrib_declaration {
1489 } attrib_declaration;
1491 #define MAX_ATTRIBS 16
1493 typedef struct IWineD3DVertexDeclarationImpl {
1494 /* IUnknown Information */
1495 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1499 IWineD3DDeviceImpl *wineD3DDevice;
1501 WINED3DVERTEXELEMENT *pDeclarationWine;
1502 UINT declarationWNumElements;
1504 DWORD streams[MAX_STREAMS];
1506 BOOL position_transformed;
1507 BOOL half_float_conv_needed;
1509 /* Ordered array of declaration types that need swizzling in a vshader */
1510 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1511 UINT num_swizzled_attribs;
1512 } IWineD3DVertexDeclarationImpl;
1514 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1516 /*****************************************************************************
1517 * IWineD3DStateBlock implementation structure
1520 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1521 /* Note: Very long winded but gl Lists are not flexible enough */
1522 /* to resolve everything we need, so doing it manually for now */
1523 typedef struct SAVEDSTATES {
1527 BOOL streamSource[MAX_STREAMS];
1528 BOOL streamFreq[MAX_STREAMS];
1529 BOOL textures[MAX_COMBINED_SAMPLERS];
1530 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1532 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1533 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1534 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1535 BOOL clipplane[MAX_CLIPPLANES];
1538 BOOL pixelShaderConstantsB[MAX_CONST_B];
1539 BOOL pixelShaderConstantsI[MAX_CONST_I];
1540 BOOL *pixelShaderConstantsF;
1542 BOOL vertexShaderConstantsB[MAX_CONST_B];
1543 BOOL vertexShaderConstantsI[MAX_CONST_I];
1544 BOOL *vertexShaderConstantsF;
1559 struct IWineD3DStateBlockImpl
1561 /* IUnknown fields */
1562 const IWineD3DStateBlockVtbl *lpVtbl;
1563 LONG ref; /* Note: Ref counting not required */
1565 /* IWineD3DStateBlock information */
1567 IWineD3DDeviceImpl *wineD3DDevice;
1568 WINED3DSTATEBLOCKTYPE blockType;
1570 /* Array indicating whether things have been set or changed */
1571 SAVEDSTATES changed;
1572 struct list set_vconstantsF;
1573 struct list set_pconstantsF;
1575 /* Drawing - Vertex Shader or FVF related */
1577 /* Vertex Shader Declaration */
1578 IWineD3DVertexDeclaration *vertexDecl;
1580 IWineD3DVertexShader *vertexShader;
1582 /* Vertex Shader Constants */
1583 BOOL vertexShaderConstantB[MAX_CONST_B];
1584 INT vertexShaderConstantI[MAX_CONST_I * 4];
1585 float *vertexShaderConstantF;
1589 UINT streamStride[MAX_STREAMS];
1590 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1591 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1592 UINT streamFreq[MAX_STREAMS + 1];
1593 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1596 IWineD3DIndexBuffer* pIndexData;
1597 INT baseVertexIndex;
1598 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1601 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1603 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1604 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1605 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1606 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1607 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1610 double clipplane[MAX_CLIPPLANES][4];
1611 WINED3DCLIPSTATUS clip_status;
1614 WINED3DVIEWPORT viewport;
1617 WINED3DMATERIAL material;
1620 IWineD3DPixelShader *pixelShader;
1622 /* Pixel Shader Constants */
1623 BOOL pixelShaderConstantB[MAX_CONST_B];
1624 INT pixelShaderConstantI[MAX_CONST_I * 4];
1625 float *pixelShaderConstantF;
1628 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1631 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1632 int textureDimensions[MAX_COMBINED_SAMPLERS];
1634 /* Texture State Stage */
1635 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1636 DWORD lowest_disabled_stage;
1637 /* Sampler States */
1638 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1640 /* Scissor test rectangle */
1643 /* Contained state management */
1644 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1645 unsigned int num_contained_render_states;
1646 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1647 unsigned int num_contained_transform_states;
1648 DWORD contained_vs_consts_i[MAX_CONST_I];
1649 unsigned int num_contained_vs_consts_i;
1650 DWORD contained_vs_consts_b[MAX_CONST_B];
1651 unsigned int num_contained_vs_consts_b;
1652 DWORD *contained_vs_consts_f;
1653 unsigned int num_contained_vs_consts_f;
1654 DWORD contained_ps_consts_i[MAX_CONST_I];
1655 unsigned int num_contained_ps_consts_i;
1656 DWORD contained_ps_consts_b[MAX_CONST_B];
1657 unsigned int num_contained_ps_consts_b;
1658 DWORD *contained_ps_consts_f;
1659 unsigned int num_contained_ps_consts_f;
1660 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1661 unsigned int num_contained_tss_states;
1662 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1663 unsigned int num_contained_sampler_states;
1666 extern void stateblock_savedstates_set(
1667 IWineD3DStateBlock* iface,
1668 SAVEDSTATES* states,
1671 extern void stateblock_savedstates_copy(
1672 IWineD3DStateBlock* iface,
1674 SAVEDSTATES* source);
1676 extern void stateblock_copy(
1677 IWineD3DStateBlock* destination,
1678 IWineD3DStateBlock* source);
1680 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1682 /* Direct3D terminology with little modifications. We do not have an issued state
1683 * because only the driver knows about it, but we have a created state because d3d
1684 * allows GetData on a created issue, but opengl doesn't
1691 /*****************************************************************************
1692 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1694 typedef struct IWineD3DQueryImpl
1696 const IWineD3DQueryVtbl *lpVtbl;
1697 LONG ref; /* Note: Ref counting not required */
1700 /*TODO: replace with iface usage */
1702 IWineD3DDevice *wineD3DDevice;
1704 IWineD3DDeviceImpl *wineD3DDevice;
1707 /* IWineD3DQuery fields */
1708 enum query_state state;
1709 WINED3DQUERYTYPE type;
1710 /* TODO: Think about using a IUnknown instead of a void* */
1714 } IWineD3DQueryImpl;
1716 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1717 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1718 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1720 /* Datastructures for IWineD3DQueryImpl.extendedData */
1721 typedef struct WineQueryOcclusionData {
1723 WineD3DContext *ctx;
1724 } WineQueryOcclusionData;
1726 typedef struct WineQueryEventData {
1728 WineD3DContext *ctx;
1729 } WineQueryEventData;
1731 /*****************************************************************************
1732 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1735 typedef struct IWineD3DSwapChainImpl
1738 const IWineD3DSwapChainVtbl *lpVtbl;
1739 LONG ref; /* Note: Ref counting not required */
1742 IWineD3DDeviceImpl *wineD3DDevice;
1744 /* IWineD3DSwapChain fields */
1745 IWineD3DSurface **backBuffer;
1746 IWineD3DSurface *frontBuffer;
1747 BOOL wantsDepthStencilBuffer;
1748 WINED3DPRESENT_PARAMETERS presentParms;
1749 DWORD orig_width, orig_height;
1750 WINED3DFORMAT orig_fmt;
1751 WINED3DGAMMARAMP orig_gamma;
1753 long prev_time, frames; /* Performance tracking */
1754 unsigned int vSyncCounter;
1756 WineD3DContext **context; /* Later a array for multithreading */
1757 unsigned int num_contexts;
1760 } IWineD3DSwapChainImpl;
1762 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1763 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1764 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1766 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1767 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1768 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1769 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1770 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1771 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1772 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1773 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1774 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1775 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1776 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1777 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1779 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1781 /*****************************************************************************
1782 * Utility function prototypes
1785 /* Trace routines */
1786 const char* debug_d3dformat(WINED3DFORMAT fmt);
1787 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1788 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1789 const char* debug_d3dusage(DWORD usage);
1790 const char* debug_d3dusagequery(DWORD usagequery);
1791 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1792 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1793 const char* debug_d3ddeclusage(BYTE usage);
1794 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1795 const char* debug_d3drenderstate(DWORD state);
1796 const char* debug_d3dsamplerstate(DWORD state);
1797 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1798 const char* debug_d3dtexturestate(DWORD state);
1799 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1800 const char* debug_d3dpool(WINED3DPOOL pool);
1801 const char *debug_fbostatus(GLenum status);
1802 const char *debug_glerror(GLenum error);
1803 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1804 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1805 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1807 /* Routines for GL <-> D3D values */
1808 GLenum StencilOp(DWORD op);
1809 GLenum CompareFunc(DWORD func);
1810 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1811 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);
1812 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1813 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1814 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1815 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1816 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1818 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1819 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1820 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1821 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1823 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1824 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1827 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1828 unsigned int count_bits(unsigned int mask);
1830 /*****************************************************************************
1831 * To enable calling of inherited functions, requires prototypes
1833 * Note: Only require classes which are subclassed, ie resource, basetexture,
1835 /*** IUnknown methods ***/
1836 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1837 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1838 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1839 /*** IWineD3DResource methods ***/
1840 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1841 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1842 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1843 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1844 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1845 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1846 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1847 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1848 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1849 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1850 /*** class static members ***/
1851 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1853 /*** IUnknown methods ***/
1854 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1855 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1856 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1857 /*** IWineD3DResource methods ***/
1858 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1859 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1860 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1861 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1862 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1863 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1864 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1865 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1866 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1867 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1868 /*** IWineD3DBaseTexture methods ***/
1869 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1870 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1871 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1872 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1873 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1874 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1875 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1876 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1878 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1879 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1880 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1881 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1882 /*** class static members ***/
1883 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1885 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1887 /* TODO: Make this dynamic, based on shader limits ? */
1888 #define MAX_REG_ADDR 1
1889 #define MAX_REG_TEMP 32
1890 #define MAX_REG_TEXCRD 8
1891 #define MAX_REG_INPUT 12
1892 #define MAX_REG_OUTPUT 12
1893 #define MAX_CONST_I 16
1894 #define MAX_CONST_B 16
1896 /* FIXME: This needs to go up to 2048 for
1897 * Shader model 3 according to msdn (and for software shaders) */
1898 #define MAX_LABELS 16
1900 typedef struct semantic {
1905 typedef struct local_constant {
1911 typedef struct shader_reg_maps {
1913 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1914 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1915 char address[MAX_REG_ADDR]; /* vertex */
1916 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1917 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1918 char attributes[MAX_ATTRIBS]; /* vertex */
1919 char labels[MAX_LABELS]; /* pixel, vertex */
1920 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1922 /* Sampler usage tokens
1923 * Use 0 as default (bit 31 is always 1 on a valid token) */
1924 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1925 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1926 char usesnrm, vpos, usesdsy;
1929 /* Whether or not loops are used in this shader, and nesting depth */
1930 unsigned loop_depth;
1932 /* Whether or not this shader uses fog */
1937 /* Undocumented opcode controls */
1938 #define INST_CONTROLS_SHIFT 16
1939 #define INST_CONTROLS_MASK 0x00ff0000
1941 typedef enum COMPARISON_TYPE {
1950 typedef struct SHADER_OPCODE {
1951 unsigned int opcode;
1955 CONST UINT num_params;
1956 SHADER_HANDLER hw_fct;
1957 SHADER_HANDLER hw_glsl_fct;
1962 typedef struct SHADER_OPCODE_ARG {
1963 IWineD3DBaseShader* shader;
1964 shader_reg_maps* reg_maps;
1965 CONST SHADER_OPCODE* opcode;
1972 SHADER_BUFFER* buffer;
1973 } SHADER_OPCODE_ARG;
1975 typedef struct SHADER_LIMITS {
1976 unsigned int temporary;
1977 unsigned int texcoord;
1978 unsigned int sampler;
1979 unsigned int constant_int;
1980 unsigned int constant_float;
1981 unsigned int constant_bool;
1982 unsigned int address;
1983 unsigned int packed_output;
1984 unsigned int packed_input;
1985 unsigned int attributes;
1989 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1990 maintain state information between multiple codes */
1991 typedef struct SHADER_PARSE_STATE {
1992 unsigned int current_row;
1993 DWORD texcoord_w[2];
1994 } SHADER_PARSE_STATE;
1997 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1999 #define PRINTF_ATTR(fmt,args)
2002 /* Base Shader utility functions.
2003 * (may move callers into the same file in the future) */
2004 extern int shader_addline(
2005 SHADER_BUFFER* buffer,
2006 const char* fmt, ...) PRINTF_ATTR(2,3);
2008 extern const SHADER_OPCODE* shader_get_opcode(
2009 IWineD3DBaseShader *iface,
2012 /* Vertex shader utility functions */
2013 extern BOOL vshader_get_input(
2014 IWineD3DVertexShader* iface,
2015 BYTE usage_req, BYTE usage_idx_req,
2016 unsigned int* regnum);
2018 extern BOOL vshader_input_is_color(
2019 IWineD3DVertexShader* iface,
2020 unsigned int regnum);
2022 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2024 /* ARB shader program Prototypes */
2025 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2027 /* ARB pixel shader prototypes */
2028 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2044 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2045 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2046 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2052 /* ARB vertex / pixel shader common prototypes */
2053 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2054 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2055 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2057 /* ARB vertex shader prototypes */
2058 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2059 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2061 /* GLSL helper functions */
2062 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2064 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2065 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2096 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2097 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2098 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2100 /** GLSL Pixel Shader Prototypes */
2101 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2119 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2120 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2122 /*****************************************************************************
2123 * IDirect3DBaseShader implementation structure
2125 typedef struct IWineD3DBaseShaderClass
2129 SHADER_LIMITS limits;
2130 SHADER_PARSE_STATE parse_state;
2131 CONST SHADER_OPCODE *shader_ins;
2133 UINT functionLength;
2136 UINT cur_loop_depth, cur_loop_regno;
2137 BOOL load_local_constsF;
2139 /* Type of shader backend */
2142 /* Programs this shader is linked with */
2143 struct list linked_programs;
2145 /* Immediate constants (override global ones) */
2146 struct list constantsB;
2147 struct list constantsF;
2148 struct list constantsI;
2149 shader_reg_maps reg_maps;
2151 /* Pixel formats of sampled textures, for format conversion. This
2152 * represents the formats found during compilation, it is not initialized
2153 * on the first parser pass. It is needed to check if the shader
2154 * needs recompilation to adjust the format conversion
2156 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2157 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2158 UINT num_sampled_samplers;
2160 UINT recompile_count;
2162 /* Pointer to the parent device */
2163 IWineD3DDevice *device;
2164 struct list shader_list_entry;
2166 } IWineD3DBaseShaderClass;
2168 typedef struct IWineD3DBaseShaderImpl {
2170 const IWineD3DBaseShaderVtbl *lpVtbl;
2172 /* IWineD3DBaseShader */
2173 IWineD3DBaseShaderClass baseShader;
2174 } IWineD3DBaseShaderImpl;
2176 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2177 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2178 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2180 extern HRESULT shader_get_registers_used(
2181 IWineD3DBaseShader *iface,
2182 shader_reg_maps* reg_maps,
2183 semantic* semantics_in,
2184 semantic* semantics_out,
2185 CONST DWORD* pToken,
2186 IWineD3DStateBlockImpl *stateBlock);
2188 extern void shader_generate_main(
2189 IWineD3DBaseShader *iface,
2190 SHADER_BUFFER* buffer,
2191 shader_reg_maps* reg_maps,
2192 CONST DWORD* pFunction);
2194 extern void shader_dump_ins_modifiers(
2195 const DWORD output);
2197 extern void shader_dump_param(
2198 IWineD3DBaseShader *iface,
2200 const DWORD addr_token,
2203 extern void shader_trace_init(
2204 IWineD3DBaseShader *iface,
2205 const DWORD* pFunction);
2207 extern int shader_get_param(
2208 IWineD3DBaseShader* iface,
2209 const DWORD* pToken,
2213 extern int shader_skip_unrecognized(
2214 IWineD3DBaseShader* iface,
2215 const DWORD* pToken);
2217 static inline int shader_get_regtype(const DWORD param) {
2218 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2219 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2222 static inline int shader_get_writemask(const DWORD param) {
2223 return param & WINED3DSP_WRITEMASK_ALL;
2226 extern unsigned int shader_get_float_offset(const DWORD reg);
2228 static inline BOOL shader_is_pshader_version(DWORD token) {
2229 return 0xFFFF0000 == (token & 0xFFFF0000);
2232 static inline BOOL shader_is_vshader_version(DWORD token) {
2233 return 0xFFFE0000 == (token & 0xFFFF0000);
2236 static inline BOOL shader_is_comment(DWORD token) {
2237 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2240 static inline BOOL shader_is_scalar(DWORD param) {
2241 DWORD reg_type = shader_get_regtype(param);
2245 case WINED3DSPR_RASTOUT:
2246 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2253 case WINED3DSPR_DEPTHOUT: /* oDepth */
2254 case WINED3DSPR_CONSTBOOL: /* b# */
2255 case WINED3DSPR_LOOP: /* aL */
2256 case WINED3DSPR_PREDICATE: /* p0 */
2259 case WINED3DSPR_MISCTYPE:
2260 reg_num = param & WINED3DSP_REGNUM_MASK;
2275 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2276 local_constant* lconst;
2278 if(This->baseShader.load_local_constsF) return FALSE;
2279 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2280 if(lconst->idx == reg) return TRUE;
2286 /*****************************************************************************
2287 * IDirect3DVertexShader implementation structure
2289 typedef struct IWineD3DVertexShaderImpl {
2291 const IWineD3DVertexShaderVtbl *lpVtbl;
2293 /* IWineD3DBaseShader */
2294 IWineD3DBaseShaderClass baseShader;
2296 /* IWineD3DVertexShaderImpl */
2301 /* Vertex shader input and output semantics */
2302 semantic semantics_in [MAX_ATTRIBS];
2303 semantic semantics_out [MAX_REG_OUTPUT];
2305 /* Ordered array of attributes that are swizzled */
2306 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2307 UINT num_swizzled_attribs;
2309 /* run time data... */
2311 UINT min_rel_offset, max_rel_offset;
2314 UINT recompile_count;
2315 #if 0 /* needs reworking */
2317 VSHADERINPUTDATA input;
2318 VSHADEROUTPUTDATA output;
2320 } IWineD3DVertexShaderImpl;
2321 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2322 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2324 /*****************************************************************************
2325 * IDirect3DPixelShader implementation structure
2328 enum vertexprocessing_mode {
2334 struct stb_const_desc {
2339 typedef struct IWineD3DPixelShaderImpl {
2340 /* IUnknown parts */
2341 const IWineD3DPixelShaderVtbl *lpVtbl;
2343 /* IWineD3DBaseShader */
2344 IWineD3DBaseShaderClass baseShader;
2346 /* IWineD3DPixelShaderImpl */
2349 /* Pixel shader input semantics */
2350 semantic semantics_in [MAX_REG_INPUT];
2351 DWORD input_reg_map[MAX_REG_INPUT];
2352 BOOL input_reg_used[MAX_REG_INPUT];
2353 int declared_in_count;
2358 /* Some information about the shader behavior */
2359 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2360 char numbumpenvmatconsts;
2361 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2363 char srgb_mode_hardcoded;
2364 UINT srgb_low_const;
2365 UINT srgb_cmp_const;
2367 BOOL render_offscreen;
2369 enum vertexprocessing_mode vertexprocessing;
2371 #if 0 /* needs reworking */
2372 PSHADERINPUTDATA input;
2373 PSHADEROUTPUTDATA output;
2375 } IWineD3DPixelShaderImpl;
2377 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2378 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2380 /* sRGB correction constants */
2381 static const float srgb_cmp = 0.0031308;
2382 static const float srgb_mul_low = 12.92;
2383 static const float srgb_pow = 0.41666;
2384 static const float srgb_mul_high = 1.055;
2385 static const float srgb_sub_high = 0.055;
2387 /*****************************************************************************
2388 * IWineD3DPalette implementation structure
2390 struct IWineD3DPaletteImpl {
2391 /* IUnknown parts */
2392 const IWineD3DPaletteVtbl *lpVtbl;
2396 IWineD3DDeviceImpl *wineD3DDevice;
2398 /* IWineD3DPalette */
2400 WORD palVersion; /*| */
2401 WORD palNumEntries; /*| LOGPALETTE */
2402 PALETTEENTRY palents[256]; /*| */
2403 /* This is to store the palette in 'screen format' */
2404 int screen_palents[256];
2408 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2409 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2411 /* DirectDraw utility functions */
2412 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2414 /*****************************************************************************
2415 * Pixel format management
2418 WINED3DFORMAT format;
2419 DWORD alphaMask, redMask, greenMask, blueMask;
2421 short depthSize, stencilSize;
2423 } StaticPixelFormatDesc;
2425 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2426 WineD3D_GL_Info *gl_info,
2427 const GlPixelFormatDesc **glDesc);
2429 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2430 return (device->vs_selected_mode != SHADER_NONE
2431 && device->stateBlock->vertexShader
2432 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2433 && !device->strided_streams.u.s.position_transformed);
2436 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2437 return (device->ps_selected_mode != SHADER_NONE
2438 && device->stateBlock->pixelShader
2439 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2442 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2443 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2444 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2446 void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry);