2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
238 #define ORM_BACKBUFFER 0
242 #define SHADER_GLSL 2
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
270 int allow_multisampling;
271 BOOL strict_draw_ordering;
272 } wined3d_settings_t;
274 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
276 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
278 WINED3DSTT_UNKNOWN = 0,
282 WINED3DSTT_VOLUME = 4,
283 } WINED3DSAMPLER_TEXTURE_TYPE;
285 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
288 WINED3DSPR_INPUT = 1,
289 WINED3DSPR_CONST = 2,
291 WINED3DSPR_TEXTURE = 3,
292 WINED3DSPR_RASTOUT = 4,
293 WINED3DSPR_ATTROUT = 5,
294 WINED3DSPR_TEXCRDOUT = 6,
295 WINED3DSPR_OUTPUT = 6,
296 WINED3DSPR_CONSTINT = 7,
297 WINED3DSPR_COLOROUT = 8,
298 WINED3DSPR_DEPTHOUT = 9,
299 WINED3DSPR_SAMPLER = 10,
300 WINED3DSPR_CONST2 = 11,
301 WINED3DSPR_CONST3 = 12,
302 WINED3DSPR_CONST4 = 13,
303 WINED3DSPR_CONSTBOOL = 14,
304 WINED3DSPR_LOOP = 15,
305 WINED3DSPR_TEMPFLOAT16 = 16,
306 WINED3DSPR_MISCTYPE = 17,
307 WINED3DSPR_LABEL = 18,
308 WINED3DSPR_PREDICATE = 19,
310 WINED3DSPR_CONSTBUFFER,
311 } WINED3DSHADER_PARAM_REGISTER_TYPE;
313 enum wined3d_immconst_type
315 WINED3D_IMMCONST_FLOAT,
316 WINED3D_IMMCONST_FLOAT4,
319 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
321 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
323 WINED3DSPSM_NONE = 0,
325 WINED3DSPSM_BIAS = 2,
326 WINED3DSPSM_BIASNEG = 3,
327 WINED3DSPSM_SIGN = 4,
328 WINED3DSPSM_SIGNNEG = 5,
329 WINED3DSPSM_COMP = 6,
331 WINED3DSPSM_X2NEG = 8,
334 WINED3DSPSM_ABS = 11,
335 WINED3DSPSM_ABSNEG = 12,
336 WINED3DSPSM_NOT = 13,
337 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
339 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
340 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
341 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
342 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
343 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
345 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
347 WINED3DSPDM_NONE = 0,
348 WINED3DSPDM_SATURATE = 1,
349 WINED3DSPDM_PARTIALPRECISION = 2,
350 WINED3DSPDM_MSAMPCENTROID = 4,
351 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
353 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
354 #define WINED3DSI_TEXLD_PROJECT 1
355 #define WINED3DSI_TEXLD_BIAS 2
357 typedef enum COMPARISON_TYPE
367 #define WINED3D_SM1_VS 0xfffe
368 #define WINED3D_SM1_PS 0xffff
369 #define WINED3D_SM4_PS 0x0000
370 #define WINED3D_SM4_VS 0x0001
371 #define WINED3D_SM4_GS 0x0002
373 /* Shader version tokens, and shader end tokens */
374 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
375 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
377 /* Shader backends */
379 /* TODO: Make this dynamic, based on shader limits ? */
380 #define MAX_ATTRIBS 16
381 #define MAX_REG_ADDR 1
382 #define MAX_REG_TEMP 32
383 #define MAX_REG_TEXCRD 8
384 #define MAX_REG_INPUT 12
385 #define MAX_REG_OUTPUT 12
386 #define MAX_CONST_I 16
387 #define MAX_CONST_B 16
389 /* FIXME: This needs to go up to 2048 for
390 * Shader model 3 according to msdn (and for software shaders) */
391 #define MAX_LABELS 16
393 #define SHADER_PGMSIZE 65535
395 struct wined3d_shader_buffer
403 enum WINED3D_SHADER_INSTRUCTION_HANDLER
477 WINED3DSIH_TEXDP3TEX,
481 WINED3DSIH_TEXM3x2DEPTH,
482 WINED3DSIH_TEXM3x2PAD,
483 WINED3DSIH_TEXM3x2TEX,
485 WINED3DSIH_TEXM3x3DIFF,
486 WINED3DSIH_TEXM3x3PAD,
487 WINED3DSIH_TEXM3x3SPEC,
488 WINED3DSIH_TEXM3x3TEX,
489 WINED3DSIH_TEXM3x3VSPEC,
490 WINED3DSIH_TEXREG2AR,
491 WINED3DSIH_TEXREG2GB,
492 WINED3DSIH_TEXREG2RGB,
493 WINED3DSIH_TABLE_SIZE
496 enum wined3d_shader_type
498 WINED3D_SHADER_TYPE_PIXEL,
499 WINED3D_SHADER_TYPE_VERTEX,
500 WINED3D_SHADER_TYPE_GEOMETRY,
503 struct wined3d_shader_version
505 enum wined3d_shader_type type;
510 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
512 typedef struct shader_reg_maps
514 struct wined3d_shader_version shader_version;
515 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
516 BYTE address; /* MAX_REG_ADDR, 1 */
517 WORD labels; /* MAX_LABELS, 16 */
518 DWORD temporary; /* MAX_REG_TEMP, 32 */
519 DWORD *constf; /* pixel, vertex */
520 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
521 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
522 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
523 WORD integer_constants; /* MAX_CONST_I, 16 */
524 WORD boolean_constants; /* MAX_CONST_B, 16 */
525 WORD local_int_consts; /* MAX_CONST_I, 16 */
526 WORD local_bool_consts; /* MAX_CONST_B, 16 */
528 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
529 BYTE bumpmat; /* MAX_TEXTURES, 8 */
530 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
539 WORD usesrelconstF : 1;
546 /* Whether or not loops are used in this shader, and nesting depth */
548 unsigned highest_render_target;
552 struct wined3d_shader_context
554 IWineD3DBaseShader *shader;
555 const struct wined3d_gl_info *gl_info;
556 const struct shader_reg_maps *reg_maps;
557 struct wined3d_shader_buffer *buffer;
561 struct wined3d_shader_register
563 WINED3DSHADER_PARAM_REGISTER_TYPE type;
566 const struct wined3d_shader_src_param *rel_addr;
567 enum wined3d_immconst_type immconst_type;
568 DWORD immconst_data[4];
571 struct wined3d_shader_dst_param
573 struct wined3d_shader_register reg;
579 struct wined3d_shader_src_param
581 struct wined3d_shader_register reg;
586 struct wined3d_shader_instruction
588 const struct wined3d_shader_context *ctx;
589 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
594 const struct wined3d_shader_dst_param *dst;
596 const struct wined3d_shader_src_param *src;
599 struct wined3d_shader_semantic
601 WINED3DDECLUSAGE usage;
603 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
604 struct wined3d_shader_dst_param reg;
607 struct wined3d_shader_attribute
609 WINED3DDECLUSAGE usage;
613 struct wined3d_shader_loop_control
620 struct wined3d_shader_frontend
622 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
623 void (*shader_free)(void *data);
624 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
625 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
626 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
627 struct wined3d_shader_src_param *src_rel_addr);
628 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
629 struct wined3d_shader_src_param *dst_rel_addr);
630 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
631 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
632 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
635 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
636 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
638 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
641 DWORD VertexShaderVersion;
642 DWORD MaxVertexShaderConst;
644 DWORD PixelShaderVersion;
645 float PixelShader1xMaxValue;
646 DWORD MaxPixelShaderConst;
648 WINED3DVSHADERCAPS2_0 VS20Caps;
649 WINED3DPSHADERCAPS2_0 PS20Caps;
651 DWORD MaxVShaderInstructionsExecuted;
652 DWORD MaxPShaderInstructionsExecuted;
653 DWORD MaxVertexShader30InstructionSlots;
654 DWORD MaxPixelShader30InstructionSlots;
669 enum vertexprocessing_mode {
675 #define WINED3D_CONST_NUM_UNUSED ~0U
684 /* Stateblock dependent parameters which have to be hardcoded
685 * into the shader code
687 struct ps_compile_args {
688 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
689 enum vertexprocessing_mode vp_mode;
691 /* Projected textures(ps 1.0-1.3) */
692 /* Texture types(2D, Cube, 3D) in ps 1.x */
693 BOOL srgb_correction;
695 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
696 D3D9 has a limit of 16 samplers and the fixup is superfluous
697 in D3D10 (unconditional NP2 support mandatory). */
705 struct vs_compile_args {
708 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
711 struct wined3d_context;
714 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
715 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
716 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
717 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
718 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
719 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
720 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
721 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
722 void (*shader_destroy)(IWineD3DBaseShader *iface);
723 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
724 void (*shader_free_private)(IWineD3DDevice *iface);
725 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
726 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
727 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
728 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
731 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
732 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
733 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
737 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
738 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
740 /* As GLX relies on X, this is needed */
741 extern int num_lock DECLSPEC_HIDDEN;
744 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
745 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
747 #define ENTER_GL() wine_tsx11_lock_ptr()
748 #define LEAVE_GL() wine_tsx11_unlock_ptr()
751 /*****************************************************************************
755 /* GL related defines */
756 /* ------------------ */
757 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
759 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
760 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
761 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
762 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
764 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
765 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
766 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
767 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
769 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
770 (vec)[0] = D3DCOLOR_R(dw); \
771 (vec)[1] = D3DCOLOR_G(dw); \
772 (vec)[2] = D3DCOLOR_B(dw); \
773 (vec)[3] = D3DCOLOR_A(dw); \
776 /* DirectX Device Limits */
777 /* --------------------- */
778 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
779 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
781 /* Checking of API calls */
782 /* --------------------- */
783 #ifndef WINE_NO_DEBUG_MSGS
784 #define checkGLcall(A) \
787 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
788 err = glGetError(); \
789 if (err == GL_NO_ERROR) { \
790 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
793 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
794 debug_glerror(err), err, A, __FILE__, __LINE__); \
795 err = glGetError(); \
796 } while (err != GL_NO_ERROR); \
799 #define checkGLcall(A) do {} while(0)
802 /* Trace routines / diagnostics */
803 /* ---------------------------- */
805 /* Dump out a matrix and copy it */
806 #define conv_mat(mat,gl_mat) \
808 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
809 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
810 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
811 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
812 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
815 /* Trace vector and strided data information */
816 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
817 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
818 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
819 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
821 /* Advance declaration of structures to satisfy compiler */
822 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
823 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
824 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
825 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
826 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
828 /* Global variables */
829 extern const float identity[16] DECLSPEC_HIDDEN;
831 /*****************************************************************************
832 * Compilable extra diagnostics
835 /* TODO: Confirm each of these works when wined3d move completed */
836 #if 0 /* NOTE: Must be 0 in cvs */
837 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
838 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
839 is enabled, and if it doesn't exist it is disabled. */
840 # define FRAME_DEBUGGING
841 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
842 the file is deleted */
843 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
844 # define SINGLE_FRAME_DEBUGGING
846 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
847 It can only be enabled when FRAME_DEBUGGING is also enabled
848 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
850 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
851 # define SHOW_FRAME_MAKEUP 1
853 /* The following, when enabled, lets you see the makeup of the all the textures used during each
854 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
855 The contents of the textures assigned to each stage are written into
856 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
857 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
858 # define SHOW_TEXTURE_MAKEUP 0
861 extern BOOL isDumpingFrames;
862 extern LONG primCounter;
867 WINED3D_FFP_POSITION = 0,
868 WINED3D_FFP_BLENDWEIGHT = 1,
869 WINED3D_FFP_BLENDINDICES = 2,
870 WINED3D_FFP_NORMAL = 3,
871 WINED3D_FFP_PSIZE = 4,
872 WINED3D_FFP_DIFFUSE = 5,
873 WINED3D_FFP_SPECULAR = 6,
874 WINED3D_FFP_TEXCOORD0 = 7,
875 WINED3D_FFP_TEXCOORD1 = 8,
876 WINED3D_FFP_TEXCOORD2 = 9,
877 WINED3D_FFP_TEXCOORD3 = 10,
878 WINED3D_FFP_TEXCOORD4 = 11,
879 WINED3D_FFP_TEXCOORD5 = 12,
880 WINED3D_FFP_TEXCOORD6 = 13,
881 WINED3D_FFP_TEXCOORD7 = 14,
884 enum wined3d_ffp_emit_idx
886 WINED3D_FFP_EMIT_FLOAT1 = 0,
887 WINED3D_FFP_EMIT_FLOAT2 = 1,
888 WINED3D_FFP_EMIT_FLOAT3 = 2,
889 WINED3D_FFP_EMIT_FLOAT4 = 3,
890 WINED3D_FFP_EMIT_D3DCOLOR = 4,
891 WINED3D_FFP_EMIT_UBYTE4 = 5,
892 WINED3D_FFP_EMIT_SHORT2 = 6,
893 WINED3D_FFP_EMIT_SHORT4 = 7,
894 WINED3D_FFP_EMIT_UBYTE4N = 8,
895 WINED3D_FFP_EMIT_SHORT2N = 9,
896 WINED3D_FFP_EMIT_SHORT4N = 10,
897 WINED3D_FFP_EMIT_USHORT2N = 11,
898 WINED3D_FFP_EMIT_USHORT4N = 12,
899 WINED3D_FFP_EMIT_UDEC3 = 13,
900 WINED3D_FFP_EMIT_DEC3N = 14,
901 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
902 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
903 WINED3D_FFP_EMIT_COUNT = 17
906 struct wined3d_stream_info_element
908 const struct wined3d_format_desc *format_desc;
912 GLuint buffer_object;
915 struct wined3d_stream_info
917 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
918 BOOL position_transformed;
919 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
920 WORD use_map; /* MAX_ATTRIBS, 16 */
923 /*****************************************************************************
927 /* Routine common to the draw primitive and draw indexed primitive routines */
928 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
929 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
930 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
932 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
933 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
934 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
935 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
937 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
943 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
944 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
946 /* Routines and structures related to state management */
948 #define STATE_RENDER(a) (a)
949 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
951 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
952 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
954 /* + 1 because samplers start with 0 */
955 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
956 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
958 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
959 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
961 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
962 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
964 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
965 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
966 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
967 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
969 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
970 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
972 #define STATE_VSHADER (STATE_VDECL + 1)
973 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
975 #define STATE_VIEWPORT (STATE_VSHADER + 1)
976 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
978 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
979 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
980 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
981 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
983 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
984 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
986 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
987 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
989 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
990 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
992 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
993 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
995 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
996 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
998 #define STATE_HIGHEST (STATE_FRONTFACE)
1006 #define WINED3D_MAX_FBO_ENTRIES 64
1008 struct wined3d_occlusion_query
1012 struct wined3d_context *context;
1015 union wined3d_gl_query_object
1021 struct wined3d_event_query
1024 union wined3d_gl_query_object object;
1025 struct wined3d_context *context;
1028 enum wined3d_event_query_result
1030 WINED3D_EVENT_QUERY_OK,
1031 WINED3D_EVENT_QUERY_WAITING,
1032 WINED3D_EVENT_QUERY_NOT_STARTED,
1033 WINED3D_EVENT_QUERY_WRONG_THREAD,
1034 WINED3D_EVENT_QUERY_ERROR
1037 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1038 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1039 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1040 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1041 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1043 struct wined3d_context
1045 const struct wined3d_gl_info *gl_info;
1046 /* State dirtification
1047 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1048 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1049 * 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
1050 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1052 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1053 DWORD numDirtyEntries;
1054 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1056 IWineD3DSwapChainImpl *swapchain;
1057 IWineD3DSurface *current_rt;
1058 DWORD tid; /* Thread ID which owns this context at the moment */
1060 /* Stores some information about the context state for optimization */
1061 WORD render_offscreen : 1;
1062 WORD draw_buffer_dirty : 1;
1063 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1064 WORD last_was_pshader : 1;
1065 WORD last_was_vshader : 1;
1066 WORD namedArraysLoaded : 1;
1067 WORD numberedArraysLoaded : 1;
1068 WORD last_was_blit : 1;
1069 WORD last_was_ckey : 1;
1071 WORD fog_enabled : 1;
1072 WORD num_untracked_materials : 2; /* Max value 2 */
1076 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1077 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1078 DWORD numbered_array_mask;
1079 GLenum tracking_parm; /* Which source is tracking current colour */
1080 GLenum untracked_materials[2];
1081 UINT blit_w, blit_h;
1082 enum fogsource fog_source;
1084 char *vshader_const_dirty, *pshader_const_dirty;
1086 /* The actual opengl context */
1097 UINT fbo_entry_count;
1098 struct list fbo_list;
1099 struct list fbo_destroy_list;
1100 struct fbo_entry *current_fbo;
1103 GLuint fbo_read_binding;
1104 GLuint fbo_draw_binding;
1108 GLuint *free_occlusion_queries;
1109 UINT free_occlusion_query_size;
1110 UINT free_occlusion_query_count;
1111 struct list occlusion_queries;
1113 union wined3d_gl_query_object *free_event_queries;
1114 UINT free_event_query_size;
1115 UINT free_event_query_count;
1116 struct list event_queries;
1118 /* Extension emulation */
1119 GLint gl_fog_source;
1120 GLfloat fog_coord_value;
1121 GLfloat color[4], fogstart, fogend, fogcolor[4];
1122 GLuint dummy_arbfp_prog;
1125 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1129 DWORD representative;
1130 APPLYSTATEFUNC apply;
1133 struct StateEntryTemplate
1136 struct StateEntry content;
1137 GL_SupportedExt extension;
1140 struct fragment_caps
1142 DWORD PrimitiveMiscCaps;
1143 DWORD TextureOpCaps;
1144 DWORD MaxTextureBlendStages;
1145 DWORD MaxSimultaneousTextures;
1148 struct fragment_pipeline
1150 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1151 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1152 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1153 void (*free_private)(IWineD3DDevice *iface);
1154 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1155 const struct StateEntryTemplate *states;
1156 BOOL ffp_proj_control;
1159 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1160 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1161 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1162 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1163 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1164 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1165 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1167 /* "Base" state table */
1168 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1169 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1170 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1177 /* Shaders for color conversions in blits */
1180 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1181 void (*free_private)(IWineD3DDevice *iface);
1182 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1183 void (*unset_shader)(IWineD3DDevice *iface);
1184 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1185 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1186 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1187 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1190 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1191 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1192 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1194 /* Temporary blit_shader helper functions */
1195 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1196 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1197 DWORD Filter) DECLSPEC_HIDDEN;
1199 typedef enum ContextUsage {
1200 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1201 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1202 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1203 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1206 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1207 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1208 void context_alloc_event_query(struct wined3d_context *context,
1209 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1210 void context_alloc_occlusion_query(struct wined3d_context *context,
1211 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1212 void context_resource_released(IWineD3DDevice *iface,
1213 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1214 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1215 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1216 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1217 void context_attach_surface_fbo(const struct wined3d_context *context,
1218 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1219 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1220 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1221 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1222 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1223 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1224 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1225 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1226 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1227 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1228 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1229 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1230 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1232 /* Macros for doing basic GPU detection based on opengl capabilities */
1233 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1234 #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])
1235 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1236 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1237 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1239 /*****************************************************************************
1240 * Internal representation of a light
1242 struct wined3d_light_info
1244 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1245 DWORD OriginalIndex;
1249 /* Converted parms to speed up swapping lights */
1258 /* The default light parameters */
1259 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1261 typedef struct WineD3D_PixelFormat
1263 int iPixelFormat; /* WGL pixel format */
1264 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1265 int redSize, greenSize, blueSize, alphaSize, colorSize;
1266 int depthSize, stencilSize;
1267 BOOL windowDrawable;
1271 } WineD3D_PixelFormat;
1273 enum wined3d_gl_vendor
1284 enum wined3d_pci_vendor
1286 HW_VENDOR_SOFTWARE = 0x0000,
1287 HW_VENDOR_ATI = 0x1002,
1288 HW_VENDOR_NVIDIA = 0x10de,
1289 HW_VENDOR_INTEL = 0x8086,
1292 enum wined3d_pci_device
1296 CARD_ATI_RAGE_128PRO = 0x5246,
1297 CARD_ATI_RADEON_7200 = 0x5144,
1298 CARD_ATI_RADEON_8500 = 0x514c,
1299 CARD_ATI_RADEON_9500 = 0x4144,
1300 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1301 CARD_ATI_RADEON_X700 = 0x5e4c,
1302 CARD_ATI_RADEON_X1600 = 0x71c2,
1303 CARD_ATI_RADEON_HD2300 = 0x7210,
1304 CARD_ATI_RADEON_HD2600 = 0x9581,
1305 CARD_ATI_RADEON_HD2900 = 0x9400,
1306 CARD_ATI_RADEON_HD3200 = 0x9620,
1307 CARD_ATI_RADEON_HD4350 = 0x954f,
1308 CARD_ATI_RADEON_HD4550 = 0x9540,
1309 CARD_ATI_RADEON_HD4600 = 0x9495,
1310 CARD_ATI_RADEON_HD4650 = 0x9498,
1311 CARD_ATI_RADEON_HD4670 = 0x9490,
1312 CARD_ATI_RADEON_HD4700 = 0x944e,
1313 CARD_ATI_RADEON_HD4770 = 0x94b3,
1314 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1315 CARD_ATI_RADEON_HD4830 = 0x944c,
1316 CARD_ATI_RADEON_HD4850 = 0x9442,
1317 CARD_ATI_RADEON_HD4870 = 0x9440,
1318 CARD_ATI_RADEON_HD4890 = 0x9460,
1319 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1320 CARD_ATI_RADEON_HD5750 = 0x68BE,
1321 CARD_ATI_RADEON_HD5770 = 0x68B8,
1322 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1323 CARD_ATI_RADEON_HD5850 = 0x6898,
1324 CARD_ATI_RADEON_HD5870 = 0x6899,
1326 CARD_NVIDIA_RIVA_128 = 0x0018,
1327 CARD_NVIDIA_RIVA_TNT = 0x0020,
1328 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1329 CARD_NVIDIA_GEFORCE = 0x0100,
1330 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1331 CARD_NVIDIA_GEFORCE2 = 0x0150,
1332 CARD_NVIDIA_GEFORCE3 = 0x0200,
1333 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1334 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1335 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1336 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1337 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1338 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1339 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1340 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1341 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1342 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1343 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1344 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1345 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1346 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1347 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1348 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1349 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1350 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1351 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1352 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1353 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1354 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1355 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1356 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1357 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1358 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1359 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1360 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1361 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1363 CARD_INTEL_845G = 0x2562,
1364 CARD_INTEL_I830G = 0x3577,
1365 CARD_INTEL_I855G = 0x3582,
1366 CARD_INTEL_I865G = 0x2572,
1367 CARD_INTEL_I915G = 0x2582,
1368 CARD_INTEL_I915GM = 0x2592,
1369 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1370 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1373 struct wined3d_fbo_ops
1375 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1376 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1377 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1378 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1379 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1380 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1381 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1382 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1383 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1384 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1385 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1386 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1387 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1388 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1389 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1390 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1391 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1392 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1393 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1396 struct wined3d_gl_limits
1401 UINT texture_stages;
1402 UINT fragment_samplers;
1403 UINT vertex_samplers;
1404 UINT combined_samplers;
1405 UINT general_combiners;
1406 UINT sampler_stages;
1409 UINT texture3d_size;
1410 float pointsize_max;
1411 float pointsize_min;
1412 UINT point_sprite_units;
1418 UINT glsl_vs_float_constants;
1419 UINT glsl_ps_float_constants;
1421 UINT arb_vs_float_constants;
1422 UINT arb_vs_native_constants;
1423 UINT arb_vs_instructions;
1425 UINT arb_ps_float_constants;
1426 UINT arb_ps_local_constants;
1427 UINT arb_ps_native_constants;
1428 UINT arb_ps_instructions;
1432 struct wined3d_gl_info
1436 struct wined3d_gl_limits limits;
1437 DWORD reserved_glsl_constants;
1439 BOOL supported[WINED3D_GL_EXT_COUNT];
1440 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1442 struct wined3d_fbo_ops fbo_ops;
1443 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1444 /* GL function pointers */
1446 /* WGL function pointers */
1450 struct wined3d_format_desc *gl_formats;
1453 struct wined3d_driver_info
1455 enum wined3d_pci_vendor vendor;
1456 enum wined3d_pci_device device;
1458 const char *description;
1463 /* The adapter structure */
1464 struct wined3d_adapter
1469 struct wined3d_gl_info gl_info;
1470 struct wined3d_driver_info driver_info;
1471 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1473 WineD3D_PixelFormat *cfgs;
1474 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1475 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1476 unsigned int UsedTextureRam;
1479 const struct fragment_pipeline *fragment_pipe;
1480 const shader_backend_t *shader_backend;
1481 const struct blit_shader *blitter;
1484 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1485 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1486 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1487 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1489 /*****************************************************************************
1490 * High order patch management
1492 struct WineD3DRectPatch
1496 WineDirect3DVertexStridedData strided;
1497 WINED3DRECTPATCH_INFO RectPatchInfo;
1499 char has_normals, has_texcoords;
1503 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1505 enum projection_types
1518 /*****************************************************************************
1519 * Fixed function pipeline replacements
1521 #define ARG_UNUSED 0xff
1522 struct texture_stage_op
1534 struct color_fixup_desc color_fixup;
1535 unsigned tex_type : 3;
1537 unsigned projected : 2;
1538 unsigned padding : 10;
1541 struct ffp_frag_settings {
1542 struct texture_stage_op op[MAX_TEXTURES];
1544 /* Use shorts instead of chars to get dword alignment */
1545 unsigned short sRGB_write;
1546 unsigned short emul_clipplanes;
1549 struct ffp_frag_desc
1551 struct wine_rb_entry entry;
1552 struct ffp_frag_settings settings;
1555 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1556 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1558 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1559 BOOL ignore_textype) DECLSPEC_HIDDEN;
1560 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1561 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1562 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1564 /*****************************************************************************
1565 * IWineD3D implementation structure
1567 typedef struct IWineD3DImpl
1569 /* IUnknown fields */
1570 const IWineD3DVtbl *lpVtbl;
1571 LONG ref; /* Note: Ref counting not required */
1573 /* WineD3D Information */
1578 struct wined3d_adapter adapters[1];
1581 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1582 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1583 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1585 /*****************************************************************************
1586 * IWineD3DDevice implementation structure
1588 #define WINED3D_UNMAPPED_STAGE ~0U
1590 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1591 #define WINED3DCREATE_MULTITHREADED 0x00000004
1593 struct IWineD3DDeviceImpl
1595 /* IUnknown fields */
1596 const IWineD3DDeviceVtbl *lpVtbl;
1597 LONG ref; /* Note: Ref counting not required */
1599 /* WineD3D Information */
1601 IWineD3DDeviceParent *device_parent;
1603 struct wined3d_adapter *adapter;
1605 /* Window styles to restore when switching fullscreen mode */
1609 /* X and GL Information */
1610 GLint maxConcurrentLights;
1611 GLenum offscreenBuffer;
1613 /* Selected capabilities */
1614 int vs_selected_mode;
1615 int ps_selected_mode;
1616 const shader_backend_t *shader_backend;
1618 void *fragment_priv;
1620 struct StateEntry StateTable[STATE_HIGHEST + 1];
1621 /* Array of functions for states which are handled by more than one pipeline part */
1622 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1623 const struct fragment_pipeline *frag_pipe;
1624 const struct blit_shader *blitter;
1626 unsigned int max_ffp_textures;
1627 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1630 WORD view_ident : 1; /* true iff view matrix is identity */
1631 WORD untransformed : 1;
1632 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1633 WORD isRecordingState : 1;
1635 WORD bCursorVisible : 1;
1636 WORD haveHardwareCursor : 1;
1637 WORD d3d_initialized : 1;
1638 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1639 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1640 WORD useDrawStridedSlow : 1;
1641 WORD instancedDraw : 1;
1642 WORD filter_messages : 1;
1645 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1647 #define DDRAW_PITCH_ALIGNMENT 8
1648 #define D3D8_PITCH_ALIGNMENT 4
1649 unsigned char surface_alignment; /* Line Alignment of surfaces */
1651 /* State block related */
1652 IWineD3DStateBlockImpl *stateBlock;
1653 IWineD3DStateBlockImpl *updateStateBlock;
1655 /* Internal use fields */
1656 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1657 WINED3DDEVTYPE devType;
1660 IWineD3DSwapChain **swapchains;
1661 UINT NumberOfSwapChains;
1663 struct list resources; /* a linked list to track resources created by the device */
1664 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1665 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1667 /* Render Target Support */
1668 IWineD3DSurface **render_targets;
1669 IWineD3DSurface *auto_depth_stencil_buffer;
1670 IWineD3DSurface *stencilBufferTarget;
1672 /* palettes texture management */
1673 UINT NumberOfPalettes;
1674 PALETTEENTRY **palettes;
1675 UINT currentPalette;
1677 /* For rendering to a texture using glCopyTexImage */
1678 GLenum *draw_buffers;
1679 GLuint depth_blt_texture;
1680 GLuint depth_blt_rb;
1681 UINT depth_blt_rb_w;
1682 UINT depth_blt_rb_h;
1684 /* Cursor management */
1689 UINT cursorWidth, cursorHeight;
1690 GLuint cursorTexture;
1691 HCURSOR hardwareCursor;
1693 /* The Wine logo surface */
1694 IWineD3DSurface *logo_surface;
1696 /* Textures for when no other textures are mapped */
1697 UINT dummyTextureName[MAX_TEXTURES];
1699 /* DirectDraw stuff */
1700 DWORD ddraw_width, ddraw_height;
1701 WINED3DFORMAT ddraw_format;
1703 /* Final position fixup constant */
1706 /* With register combiners we can skip junk texture stages */
1707 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1708 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1710 /* Stream source management */
1711 struct wined3d_stream_info strided_streams;
1712 const WineDirect3DVertexStridedData *up_strided;
1713 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1714 unsigned int num_buffer_queries;
1716 /* Context management */
1717 struct wined3d_context **contexts;
1720 /* High level patch management */
1721 #define PATCHMAP_SIZE 43
1722 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1723 struct list patches[PATCHMAP_SIZE];
1724 struct WineD3DRectPatch *currentPatch;
1727 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1728 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1729 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1730 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1731 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1732 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1733 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1734 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1735 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1736 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1737 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1738 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1739 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1740 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1741 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1742 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1743 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1745 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1747 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1748 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1749 return context->isStateDirty[idx] & (1 << shift);
1752 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1753 typedef struct PrivateData
1758 DWORD flags; /* DDSPD_* */
1769 /*****************************************************************************
1770 * IWineD3DResource implementation structure
1772 typedef struct IWineD3DResourceClass
1774 /* IUnknown fields */
1775 LONG ref; /* Note: Ref counting not required */
1777 /* WineD3DResource Information */
1779 WINED3DRESOURCETYPE resourceType;
1780 IWineD3DDeviceImpl *device;
1784 const struct wined3d_format_desc *format_desc;
1786 BYTE *allocatedMemory; /* Pointer to the real data location */
1787 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1788 struct list privateData;
1789 struct list resource_list_entry;
1790 const struct wined3d_parent_ops *parent_ops;
1791 } IWineD3DResourceClass;
1793 typedef struct IWineD3DResourceImpl
1795 /* IUnknown & WineD3DResource Information */
1796 const IWineD3DResourceVtbl *lpVtbl;
1797 IWineD3DResourceClass resource;
1798 } IWineD3DResourceImpl;
1800 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1801 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1802 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1803 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1804 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1805 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1806 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1807 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1808 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1809 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1810 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1811 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1812 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1814 /* Tests show that the start address of resources is 32 byte aligned */
1815 #define RESOURCE_ALIGNMENT 16
1817 /*****************************************************************************
1818 * IWineD3DBaseTexture D3D- > openGL state map lookups
1821 typedef enum winetexturestates {
1822 WINED3DTEXSTA_ADDRESSU = 0,
1823 WINED3DTEXSTA_ADDRESSV = 1,
1824 WINED3DTEXSTA_ADDRESSW = 2,
1825 WINED3DTEXSTA_BORDERCOLOR = 3,
1826 WINED3DTEXSTA_MAGFILTER = 4,
1827 WINED3DTEXSTA_MINFILTER = 5,
1828 WINED3DTEXSTA_MIPFILTER = 6,
1829 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1830 WINED3DTEXSTA_MAXANISOTROPY = 8,
1831 WINED3DTEXSTA_SRGBTEXTURE = 9,
1832 WINED3DTEXSTA_ELEMENTINDEX = 10,
1833 WINED3DTEXSTA_DMAPOFFSET = 11,
1834 WINED3DTEXSTA_TSSADDRESSW = 12,
1835 MAX_WINETEXTURESTATES = 13,
1836 } winetexturestates;
1840 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1841 SRGB_RGB = 1, /* Loads the rgb texture */
1842 SRGB_SRGB = 2, /* Loads the srgb texture */
1843 SRGB_BOTH = 3, /* Loads both textures */
1848 DWORD states[MAX_WINETEXTURESTATES];
1853 /*****************************************************************************
1854 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1856 typedef struct IWineD3DBaseTextureClass
1858 struct gl_texture texture_rgb, texture_srgb;
1860 float pow2Matrix[16];
1862 WINED3DTEXTUREFILTERTYPE filterType;
1866 BOOL pow2Matrix_identity;
1867 const struct min_lookup *minMipLookup;
1868 const GLenum *magLookup;
1869 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1870 } IWineD3DBaseTextureClass;
1872 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1873 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1874 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1875 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1876 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1878 typedef struct IWineD3DBaseTextureImpl
1880 /* IUnknown & WineD3DResource Information */
1881 const IWineD3DBaseTextureVtbl *lpVtbl;
1882 IWineD3DResourceClass resource;
1883 IWineD3DBaseTextureClass baseTexture;
1885 } IWineD3DBaseTextureImpl;
1887 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1888 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1889 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1890 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1891 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1892 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1893 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1894 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1895 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1896 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1897 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1898 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1899 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1900 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1901 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1902 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1903 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1904 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1905 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1907 /*****************************************************************************
1908 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1910 typedef struct IWineD3DTextureImpl
1912 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1913 const IWineD3DTextureVtbl *lpVtbl;
1914 IWineD3DResourceClass resource;
1915 IWineD3DBaseTextureClass baseTexture;
1917 /* IWineD3DTexture */
1918 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1922 } IWineD3DTextureImpl;
1924 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1925 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1926 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1928 /*****************************************************************************
1929 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1931 typedef struct IWineD3DCubeTextureImpl
1933 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1934 const IWineD3DCubeTextureVtbl *lpVtbl;
1935 IWineD3DResourceClass resource;
1936 IWineD3DBaseTextureClass baseTexture;
1938 /* IWineD3DCubeTexture */
1939 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1940 } IWineD3DCubeTextureImpl;
1942 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1943 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1944 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1946 typedef struct _WINED3DVOLUMET_DESC
1951 } WINED3DVOLUMET_DESC;
1953 /*****************************************************************************
1954 * IWineD3DVolume implementation structure (extends IUnknown)
1956 typedef struct IWineD3DVolumeImpl
1958 /* IUnknown & WineD3DResource fields */
1959 const IWineD3DVolumeVtbl *lpVtbl;
1960 IWineD3DResourceClass resource;
1962 /* WineD3DVolume Information */
1963 WINED3DVOLUMET_DESC currentDesc;
1964 IWineD3DBase *container;
1967 WINED3DBOX lockedBox;
1968 WINED3DBOX dirtyBox;
1970 } IWineD3DVolumeImpl;
1972 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1973 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1974 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1975 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1977 /*****************************************************************************
1978 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1980 typedef struct IWineD3DVolumeTextureImpl
1982 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1983 const IWineD3DVolumeTextureVtbl *lpVtbl;
1984 IWineD3DResourceClass resource;
1985 IWineD3DBaseTextureClass baseTexture;
1987 /* IWineD3DVolumeTexture */
1988 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1989 } IWineD3DVolumeTextureImpl;
1991 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1992 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1993 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1995 typedef struct _WINED3DSURFACET_DESC
1997 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1998 DWORD MultiSampleQuality;
2001 } WINED3DSURFACET_DESC;
2003 /*****************************************************************************
2004 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2006 typedef struct wineD3DSurface_DIB {
2012 } wineD3DSurface_DIB;
2019 } renderbuffer_entry_t;
2024 IWineD3DSurface **render_targets;
2025 IWineD3DSurface *depth_stencil;
2030 /*****************************************************************************
2031 * IWineD3DClipp implementation structure
2033 typedef struct IWineD3DClipperImpl
2035 const IWineD3DClipperVtbl *lpVtbl;
2040 } IWineD3DClipperImpl;
2043 /*****************************************************************************
2044 * IWineD3DSurface implementation structure
2046 struct IWineD3DSurfaceImpl
2048 /* IUnknown & IWineD3DResource Information */
2049 const IWineD3DSurfaceVtbl *lpVtbl;
2050 IWineD3DResourceClass resource;
2052 /* IWineD3DSurface fields */
2053 IWineD3DBase *container;
2054 WINED3DSURFACET_DESC currentDesc;
2055 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2056 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2058 /* TODO: move this off into a management class(maybe!) */
2064 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2065 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2067 /* Oversized texture */
2072 GLuint texture_name;
2073 GLuint texture_name_srgb;
2074 GLint texture_level;
2075 GLenum texture_target;
2080 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2083 wineD3DSurface_DIB dib;
2086 /* Color keys for DDraw */
2087 WINEDDCOLORKEY DestBltCKey;
2088 WINEDDCOLORKEY DestOverlayCKey;
2089 WINEDDCOLORKEY SrcOverlayCKey;
2090 WINEDDCOLORKEY SrcBltCKey;
2093 WINEDDCOLORKEY glCKey;
2095 struct list renderbuffers;
2096 renderbuffer_entry_t *current_renderbuffer;
2098 /* DirectDraw clippers */
2099 IWineD3DClipper *clipper;
2101 /* DirectDraw Overlay handling */
2102 RECT overlay_srcrect;
2103 RECT overlay_destrect;
2104 IWineD3DSurfaceImpl *overlay_dest;
2105 struct list overlays;
2106 struct list overlay_entry;
2109 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2110 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2112 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2113 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2114 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2115 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2116 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2117 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2118 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2120 /* Predeclare the shared Surface functions */
2121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2122 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2123 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2124 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2125 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2126 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2128 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2130 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2131 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2132 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2134 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2143 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2145 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2150 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2152 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2156 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2158 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2160 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2162 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2163 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2164 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2166 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2167 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2168 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2170 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2171 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2172 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2174 /* Surface flags: */
2175 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2176 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2177 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2178 #define SFLAG_DISCARD 0x00000010 /* ??? */
2179 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2180 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2181 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2182 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2183 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2184 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2185 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2186 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2187 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2188 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2189 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2190 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2191 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2192 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2193 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2194 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2195 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2196 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2197 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2198 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2200 /* In some conditions the surface memory must not be freed:
2201 * SFLAG_CONVERTED: Converting the data back would take too long
2202 * SFLAG_DIBSECTION: The dib code manages the memory
2203 * SFLAG_LOCKED: The app requires access to the surface data
2204 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2205 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2206 * SFLAG_CLIENT: OpenGL uses our memory as backup
2208 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2209 SFLAG_DIBSECTION | \
2216 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2218 SFLAG_INDRAWABLE | \
2221 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2223 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2228 CONVERT_PALETTED_CK,
2232 CONVERT_CK_4444_ARGB,
2237 CONVERT_CK_8888_ARGB,
2253 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2254 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2255 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2257 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2259 /*****************************************************************************
2260 * IWineD3DVertexDeclaration implementation structure
2263 struct wined3d_vertex_declaration_element
2265 const struct wined3d_format_desc *format_desc;
2275 typedef struct IWineD3DVertexDeclarationImpl {
2276 /* IUnknown Information */
2277 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2281 const struct wined3d_parent_ops *parent_ops;
2282 IWineD3DDeviceImpl *device;
2284 struct wined3d_vertex_declaration_element *elements;
2287 DWORD streams[MAX_STREAMS];
2289 BOOL position_transformed;
2290 BOOL half_float_conv_needed;
2291 } IWineD3DVertexDeclarationImpl;
2293 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2294 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2295 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2297 /*****************************************************************************
2298 * IWineD3DStateBlock implementation structure
2301 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2302 /* Note: Very long winded but gl Lists are not flexible enough */
2303 /* to resolve everything we need, so doing it manually for now */
2304 typedef struct SAVEDSTATES {
2305 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2306 WORD streamSource; /* MAX_STREAMS, 16 */
2307 WORD streamFreq; /* MAX_STREAMS, 16 */
2308 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2309 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2310 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2311 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2312 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2313 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2314 BOOL *pixelShaderConstantsF;
2315 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2316 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2317 BOOL *vertexShaderConstantsF;
2318 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2319 DWORD primitive_type : 1;
2323 DWORD vertexDecl : 1;
2324 DWORD pixelShader : 1;
2325 DWORD vertexShader : 1;
2326 DWORD scissorRect : 1;
2335 struct IWineD3DStateBlockImpl
2337 /* IUnknown fields */
2338 const IWineD3DStateBlockVtbl *lpVtbl;
2339 LONG ref; /* Note: Ref counting not required */
2341 /* IWineD3DStateBlock information */
2342 IWineD3DDeviceImpl *device;
2343 WINED3DSTATEBLOCKTYPE blockType;
2345 /* Array indicating whether things have been set or changed */
2346 SAVEDSTATES changed;
2348 /* Vertex Shader Declaration */
2349 IWineD3DVertexDeclaration *vertexDecl;
2351 IWineD3DVertexShader *vertexShader;
2353 /* Vertex Shader Constants */
2354 BOOL vertexShaderConstantB[MAX_CONST_B];
2355 INT vertexShaderConstantI[MAX_CONST_I * 4];
2356 float *vertexShaderConstantF;
2358 /* primitive type */
2359 GLenum gl_primitive_type;
2363 UINT streamStride[MAX_STREAMS];
2364 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2365 IWineD3DBuffer *streamSource[MAX_STREAMS];
2366 UINT streamFreq[MAX_STREAMS + 1];
2367 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2370 IWineD3DBuffer* pIndexData;
2371 WINED3DFORMAT IndexFmt;
2372 INT baseVertexIndex;
2373 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2376 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2378 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2379 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2380 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2381 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2382 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2385 double clipplane[MAX_CLIPPLANES][4];
2386 WINED3DCLIPSTATUS clip_status;
2389 WINED3DVIEWPORT viewport;
2392 WINED3DMATERIAL material;
2395 IWineD3DPixelShader *pixelShader;
2397 /* Pixel Shader Constants */
2398 BOOL pixelShaderConstantB[MAX_CONST_B];
2399 INT pixelShaderConstantI[MAX_CONST_I * 4];
2400 float *pixelShaderConstantF;
2403 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2406 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2408 /* Texture State Stage */
2409 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2410 DWORD lowest_disabled_stage;
2411 /* Sampler States */
2412 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2414 /* Scissor test rectangle */
2417 /* Contained state management */
2418 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2419 unsigned int num_contained_render_states;
2420 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2421 unsigned int num_contained_transform_states;
2422 DWORD contained_vs_consts_i[MAX_CONST_I];
2423 unsigned int num_contained_vs_consts_i;
2424 DWORD contained_vs_consts_b[MAX_CONST_B];
2425 unsigned int num_contained_vs_consts_b;
2426 DWORD *contained_vs_consts_f;
2427 unsigned int num_contained_vs_consts_f;
2428 DWORD contained_ps_consts_i[MAX_CONST_I];
2429 unsigned int num_contained_ps_consts_i;
2430 DWORD contained_ps_consts_b[MAX_CONST_B];
2431 unsigned int num_contained_ps_consts_b;
2432 DWORD *contained_ps_consts_f;
2433 unsigned int num_contained_ps_consts_f;
2434 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2435 unsigned int num_contained_tss_states;
2436 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2437 unsigned int num_contained_sampler_states;
2440 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2441 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2442 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2444 static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2445 struct wined3d_context *context)
2447 const struct StateEntry *statetable = stateblock->device->StateTable;
2448 DWORD rep = statetable[state].representative;
2449 statetable[rep].apply(rep, stateblock, context);
2452 /* Direct3D terminology with little modifications. We do not have an issued state
2453 * because only the driver knows about it, but we have a created state because d3d
2454 * allows GetData on a created issue, but opengl doesn't
2461 /*****************************************************************************
2462 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2464 typedef struct IWineD3DQueryImpl
2466 const IWineD3DQueryVtbl *lpVtbl;
2467 LONG ref; /* Note: Ref counting not required */
2470 IWineD3DDeviceImpl *device;
2472 /* IWineD3DQuery fields */
2473 enum query_state state;
2474 WINED3DQUERYTYPE type;
2475 /* TODO: Think about using a IUnknown instead of a void* */
2477 } IWineD3DQueryImpl;
2479 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2480 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2482 /* IWineD3DBuffer */
2484 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2485 * fixed function semantics as D3DCOLOR or FLOAT16 */
2486 enum wined3d_buffer_conversion_type
2491 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2494 struct wined3d_map_range
2500 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2501 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2502 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2503 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2504 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2505 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2506 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2507 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2509 struct wined3d_buffer
2511 const struct IWineD3DBufferVtbl *vtbl;
2512 IWineD3DResourceClass resource;
2514 struct wined3d_buffer_desc desc;
2516 GLuint buffer_object;
2517 GLenum buffer_object_usage;
2518 GLenum buffer_type_hint;
2519 UINT buffer_object_size;
2524 struct wined3d_map_range *maps;
2525 ULONG maps_size, modified_areas;
2526 struct wined3d_event_query *query;
2528 /* conversion stuff */
2529 UINT decl_change_count, full_conversion_count;
2531 UINT stride; /* 0 if no conversion */
2532 UINT conversion_stride; /* 0 if no shifted conversion */
2533 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2534 /* Extra load offsets, for FLOAT16 conversion */
2535 UINT *conversion_shift; /* NULL if no shifted conversion */
2538 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2539 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2540 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2541 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2542 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2544 /* IWineD3DRendertargetView */
2545 struct wined3d_rendertarget_view
2547 const struct IWineD3DRendertargetViewVtbl *vtbl;
2550 IWineD3DResource *resource;
2554 void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2555 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2557 /*****************************************************************************
2558 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2561 struct IWineD3DSwapChainImpl
2564 const IWineD3DSwapChainVtbl *lpVtbl;
2565 LONG ref; /* Note: Ref counting not required */
2568 IWineD3DDeviceImpl *device;
2570 /* IWineD3DSwapChain fields */
2571 IWineD3DSurface **backBuffer;
2572 IWineD3DSurface *frontBuffer;
2573 WINED3DPRESENT_PARAMETERS presentParms;
2574 DWORD orig_width, orig_height;
2575 WINED3DFORMAT orig_fmt;
2576 WINED3DGAMMARAMP orig_gamma;
2578 const struct wined3d_format_desc *ds_format;
2580 long prev_time, frames; /* Performance tracking */
2581 unsigned int vSyncCounter;
2583 struct wined3d_context **context;
2584 unsigned int num_contexts;
2590 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2591 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2593 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2594 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2595 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2596 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2597 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2598 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2599 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2600 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2601 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2602 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2603 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2604 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2605 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2606 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2607 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2608 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2609 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2610 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2611 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2612 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2613 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2615 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2616 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2617 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2618 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2619 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2621 #define DEFAULT_REFRESH_RATE 0
2623 /*****************************************************************************
2624 * Utility function prototypes
2627 /* Trace routines */
2628 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2629 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2630 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2631 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2632 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2633 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2634 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2635 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2636 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2637 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2638 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2639 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2640 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2641 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2642 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2643 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2644 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2645 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2646 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2647 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2648 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2649 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2651 /* Color conversion routines */
2652 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2654 /* Routines for GL <-> D3D values */
2655 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2656 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2657 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2658 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2659 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2660 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2661 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2662 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2663 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2664 struct wined3d_context *context) DECLSPEC_HIDDEN;
2665 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2666 struct wined3d_context *context) DECLSPEC_HIDDEN;
2667 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2668 struct wined3d_context *context) DECLSPEC_HIDDEN;
2669 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2670 struct wined3d_context *context) DECLSPEC_HIDDEN;
2671 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2672 struct wined3d_context *context) DECLSPEC_HIDDEN;
2673 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2674 struct wined3d_context *context) DECLSPEC_HIDDEN;
2675 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2676 struct wined3d_context *context) DECLSPEC_HIDDEN;
2677 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2678 struct wined3d_context *context) DECLSPEC_HIDDEN;
2680 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2681 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2682 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2683 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2684 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2685 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2686 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2687 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2689 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2690 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2691 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2692 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2695 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2696 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2697 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2699 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2701 typedef struct local_constant {
2707 typedef struct SHADER_LIMITS {
2708 unsigned int temporary;
2709 unsigned int texcoord;
2710 unsigned int sampler;
2711 unsigned int constant_int;
2712 unsigned int constant_float;
2713 unsigned int constant_bool;
2714 unsigned int address;
2715 unsigned int packed_output;
2716 unsigned int packed_input;
2717 unsigned int attributes;
2721 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2722 * maintain state information between multiple codes */
2723 typedef struct SHADER_PARSE_STATE {
2724 unsigned int current_row;
2725 DWORD texcoord_w[2];
2726 } SHADER_PARSE_STATE;
2729 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2731 #define PRINTF_ATTR(fmt,args)
2734 /* Base Shader utility functions. */
2735 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2736 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2738 /* Vertex shader utility functions */
2739 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2740 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2742 /*****************************************************************************
2743 * IDirect3DBaseShader implementation structure
2745 typedef struct IWineD3DBaseShaderClass
2748 SHADER_LIMITS limits;
2749 SHADER_PARSE_STATE parse_state;
2751 UINT functionLength;
2752 UINT cur_loop_depth, cur_loop_regno;
2753 BOOL load_local_constsF;
2754 const struct wined3d_shader_frontend *frontend;
2755 void *frontend_data;
2759 const struct wined3d_parent_ops *parent_ops;
2761 /* Programs this shader is linked with */
2762 struct list linked_programs;
2764 /* Immediate constants (override global ones) */
2765 struct list constantsB;
2766 struct list constantsF;
2767 struct list constantsI;
2768 shader_reg_maps reg_maps;
2770 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2771 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2773 /* Pointer to the parent device */
2774 IWineD3DDevice *device;
2775 struct list shader_list_entry;
2777 } IWineD3DBaseShaderClass;
2779 typedef struct IWineD3DBaseShaderImpl {
2781 const IWineD3DBaseShaderVtbl *lpVtbl;
2783 /* IWineD3DBaseShader */
2784 IWineD3DBaseShaderClass baseShader;
2785 } IWineD3DBaseShaderImpl;
2787 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2788 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2789 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2790 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2791 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2792 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2793 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2794 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2795 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2796 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2797 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2799 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2801 return type == WINED3D_SHADER_TYPE_PIXEL;
2804 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2806 return type == WINED3D_SHADER_TYPE_VERTEX;
2809 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2813 case WINED3DSPR_RASTOUT:
2815 if (reg->idx != 0) return TRUE;
2819 case WINED3DSPR_DEPTHOUT: /* oDepth */
2820 case WINED3DSPR_CONSTBOOL: /* b# */
2821 case WINED3DSPR_LOOP: /* aL */
2822 case WINED3DSPR_PREDICATE: /* p0 */
2825 case WINED3DSPR_MISCTYPE:
2836 case WINED3DSPR_IMMCONST:
2837 switch(reg->immconst_type)
2839 case WINED3D_IMMCONST_FLOAT:
2850 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2851 local_constant* lconst;
2853 if(This->baseShader.load_local_constsF) return FALSE;
2854 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2855 if(lconst->idx == reg) return TRUE;
2861 /*****************************************************************************
2862 * IDirect3DVertexShader implementation structures
2864 typedef struct IWineD3DVertexShaderImpl {
2865 /* IUnknown parts */
2866 const IWineD3DVertexShaderVtbl *lpVtbl;
2868 /* IWineD3DBaseShader */
2869 IWineD3DBaseShaderClass baseShader;
2871 /* Vertex shader attributes. */
2872 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2874 UINT min_rel_offset, max_rel_offset;
2876 } IWineD3DVertexShaderImpl;
2878 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2879 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2880 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2881 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2882 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2884 struct wined3d_geometryshader
2886 const struct IWineD3DGeometryShaderVtbl *vtbl;
2887 IWineD3DBaseShaderClass base_shader;
2890 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2891 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2892 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2894 /*****************************************************************************
2895 * IDirect3DPixelShader implementation structure
2898 /* Using additional shader constants (uniforms in GLSL / program environment
2899 * or local parameters in ARB) is costly:
2900 * ARB only knows float4 parameters and GLSL compiler are not really smart
2901 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2902 * (in fact most compilers map a float2 to a full float4 uniform).
2904 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2905 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2906 * into a single shader constant (uniform / program parameter).
2908 * This structure is shared between the GLSL and the ARB backend.*/
2909 struct ps_np2fixup_info {
2910 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2911 WORD active; /* bitfield indicating if we can apply the fixup */
2915 typedef struct IWineD3DPixelShaderImpl {
2916 /* IUnknown parts */
2917 const IWineD3DPixelShaderVtbl *lpVtbl;
2919 /* IWineD3DBaseShader */
2920 IWineD3DBaseShaderClass baseShader;
2922 /* Pixel shader input semantics */
2923 DWORD input_reg_map[MAX_REG_INPUT];
2924 BOOL input_reg_used[MAX_REG_INPUT];
2925 unsigned int declared_in_count;
2927 /* Some information about the shader behavior */
2933 } IWineD3DPixelShaderImpl;
2935 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2936 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2937 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2938 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2939 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2940 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2941 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2943 /* sRGB correction constants */
2944 static const float srgb_cmp = 0.0031308f;
2945 static const float srgb_mul_low = 12.92f;
2946 static const float srgb_pow = 0.41666f;
2947 static const float srgb_mul_high = 1.055f;
2948 static const float srgb_sub_high = 0.055f;
2950 /*****************************************************************************
2951 * IWineD3DPalette implementation structure
2953 struct IWineD3DPaletteImpl {
2954 /* IUnknown parts */
2955 const IWineD3DPaletteVtbl *lpVtbl;
2959 IWineD3DDeviceImpl *device;
2961 /* IWineD3DPalette */
2963 WORD palVersion; /*| */
2964 WORD palNumEntries; /*| LOGPALETTE */
2965 PALETTEENTRY palents[256]; /*| */
2966 /* This is to store the palette in 'screen format' */
2967 int screen_palents[256];
2971 HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
2972 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
2974 /* DirectDraw utility functions */
2975 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2977 /*****************************************************************************
2978 * Pixel format management
2981 /* WineD3D pixel format flags */
2982 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2983 #define WINED3DFMT_FLAG_FILTERING 0x2
2984 #define WINED3DFMT_FLAG_DEPTH 0x4
2985 #define WINED3DFMT_FLAG_STENCIL 0x8
2986 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2987 #define WINED3DFMT_FLAG_FOURCC 0x20
2988 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2989 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2990 #define WINED3DFMT_FLAG_GETDC 0x100
2991 #define WINED3DFMT_FLAG_FLOAT 0x200
2993 struct wined3d_format_desc
2995 WINED3DFORMAT format;
3006 UINT block_byte_count;
3008 enum wined3d_ffp_emit_idx emit_idx;
3009 GLint component_count;
3011 GLint gl_vtx_format;
3012 GLboolean gl_normalized;
3013 unsigned int component_size;
3016 GLint glGammaInternal;
3020 UINT conv_byte_count;
3023 struct color_fixup_desc color_fixup;
3024 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3027 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3028 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3030 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3032 /* Check stateblock->vertexDecl to allow this to be used from
3033 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3034 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3035 * style strided data. */
3036 return (stateblock->vertexShader
3037 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3038 && stateblock->device->vs_selected_mode != SHADER_NONE);
3041 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3043 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3046 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3047 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3048 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3050 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3051 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3053 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3054 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3055 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3057 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))