2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_FORMAT(type) GLINFO_LOCATION.glTypeLookup[type].format
217 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222 * to standard C floats and vice versa. They do not depend on the encoding
223 * of the C float, so they are platform independent, but slow. On x86 and
224 * other IEEE 754 compliant platforms the conversion can be accelerated by
225 * bit shifting the exponent and mantissa. There are also some SSE-based
226 * assembly routines out there.
228 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
230 static inline float float_16_to_32(const unsigned short *in) {
231 const unsigned short s = ((*in) & 0x8000);
232 const unsigned short e = ((*in) & 0x7C00) >> 10;
233 const unsigned short m = (*in) & 0x3FF;
234 const float sgn = (s ? -1.0 : 1.0);
237 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
240 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
242 if(m == 0) return sgn / 0.0; /* +INF / -INF */
243 else return 0.0 / 0.0; /* NAN */
263 #define ORM_BACKBUFFER 0
264 #define ORM_PBUFFER 1
268 #define SHADER_GLSL 2
270 #define SHADER_NONE 4
272 #define RTL_DISABLE -1
274 #define RTL_READDRAW 1
275 #define RTL_READTEX 2
276 #define RTL_TEXDRAW 3
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
282 /* NOTE: When adding fields to this structure, make sure to update the default
283 * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
289 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
290 we should use it. However, until it's fully implemented, we'll leave it as a registry
291 setting for developers. */
293 int offscreen_rendering_mode;
294 int rendertargetlock_mode;
295 unsigned short pci_vendor_id;
296 unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298 unsigned int emulated_textureram;
300 int allow_multisampling;
301 } wined3d_settings_t;
303 extern wined3d_settings_t wined3d_settings;
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
385 WINED3DSIH_TEXDP3TEX,
389 WINED3DSIH_TEXM3x2DEPTH,
390 WINED3DSIH_TEXM3x2PAD,
391 WINED3DSIH_TEXM3x2TEX,
393 WINED3DSIH_TEXM3x3DIFF,
394 WINED3DSIH_TEXM3x3PAD,
395 WINED3DSIH_TEXM3x3SPEC,
396 WINED3DSIH_TEXM3x3TEX,
397 WINED3DSIH_TEXM3x3VSPEC,
398 WINED3DSIH_TEXREG2AR,
399 WINED3DSIH_TEXREG2GB,
400 WINED3DSIH_TEXREG2RGB,
401 WINED3DSIH_TABLE_SIZE
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
407 DWORD VertexShaderVersion;
408 DWORD MaxVertexShaderConst;
410 DWORD PixelShaderVersion;
411 float PixelShader1xMaxValue;
413 WINED3DVSHADERCAPS2_0 VS20Caps;
414 WINED3DPSHADERCAPS2_0 PS20Caps;
416 DWORD MaxVShaderInstructionsExecuted;
417 DWORD MaxPShaderInstructionsExecuted;
418 DWORD MaxVertexShader30InstructionSlots;
419 DWORD MaxPixelShader30InstructionSlots;
432 enum vertexprocessing_mode {
438 struct stb_const_desc {
450 /* Stateblock dependent parameters which have to be hardcoded
451 * into the shader code
453 struct ps_compile_args {
454 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
455 BOOL srgb_correction;
456 enum vertexprocessing_mode vp_mode;
458 /* Projected textures(ps 1.0-1.3) */
459 /* Texture types(2D, Cube, 3D) in ps 1.x */
462 #define MAX_ATTRIBS 16
469 struct vs_compile_args {
471 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
475 const SHADER_HANDLER *shader_instruction_handler_table;
476 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
477 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
478 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
479 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
480 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
481 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
482 void (*shader_destroy)(IWineD3DBaseShader *iface);
483 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
484 void (*shader_free_private)(IWineD3DDevice *iface);
485 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
486 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
487 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
488 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
489 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
492 extern const shader_backend_t glsl_shader_backend;
493 extern const shader_backend_t arb_program_shader_backend;
494 extern const shader_backend_t none_shader_backend;
498 extern void (* CDECL wine_tsx11_lock_ptr)(void);
499 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
501 /* As GLX relies on X, this is needed */
505 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
506 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
508 #define ENTER_GL() wine_tsx11_lock_ptr()
509 #define LEAVE_GL() wine_tsx11_unlock_ptr()
512 /*****************************************************************************
516 /* GL related defines */
517 /* ------------------ */
518 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
519 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
520 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
521 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
523 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
524 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
525 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
526 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
528 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
529 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
530 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
531 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
533 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
534 (vec)[0] = D3DCOLOR_R(dw); \
535 (vec)[1] = D3DCOLOR_G(dw); \
536 (vec)[2] = D3DCOLOR_B(dw); \
537 (vec)[3] = D3DCOLOR_A(dw); \
540 /* DirectX Device Limits */
541 /* --------------------- */
542 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
544 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
545 See MaxStreams in MSDN under GetDeviceCaps */
546 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
548 /* Checking of API calls */
549 /* --------------------- */
550 #ifndef WINE_NO_DEBUG_MSGS
551 #define checkGLcall(A) \
553 GLint err = glGetError(); \
554 if (err == GL_NO_ERROR) { \
555 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
558 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
559 debug_glerror(err), err, A, __FILE__, __LINE__); \
560 err = glGetError(); \
561 } while (err != GL_NO_ERROR); \
564 #define checkGLcall(A) do {} while(0)
567 /* Trace routines / diagnostics */
568 /* ---------------------------- */
570 /* Dump out a matrix and copy it */
571 #define conv_mat(mat,gl_mat) \
573 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
574 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
575 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
576 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
577 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
580 /* Macro to dump out the current state of the light chain */
581 #define DUMP_LIGHT_CHAIN() \
583 PLIGHTINFOEL *el = This->stateBlock->lights;\
585 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
590 /* Trace vector and strided data information */
591 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
592 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
593 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
595 /* Defines used for optimizations */
597 /* Only reapply what is necessary */
598 #define REAPPLY_ALPHAOP 0x0001
599 #define REAPPLY_ALL 0xFFFF
601 /* Advance declaration of structures to satisfy compiler */
602 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
603 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
604 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
605 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
607 /* Global variables */
608 extern const float identity[16];
610 /*****************************************************************************
611 * Compilable extra diagnostics
614 /* Trace information per-vertex: (extremely high amount of trace) */
615 #if 0 /* NOTE: Must be 0 in cvs */
616 # define VTRACE(A) TRACE A
621 /* TODO: Confirm each of these works when wined3d move completed */
622 #if 0 /* NOTE: Must be 0 in cvs */
623 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
624 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
625 is enabled, and if it doesn't exist it is disabled. */
626 # define FRAME_DEBUGGING
627 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
628 the file is deleted */
629 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
630 # define SINGLE_FRAME_DEBUGGING
632 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
633 It can only be enabled when FRAME_DEBUGGING is also enabled
634 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
636 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
637 # define SHOW_FRAME_MAKEUP 1
639 /* The following, when enabled, lets you see the makeup of the all the textures used during each
640 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
641 The contents of the textures assigned to each stage are written into
642 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
643 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
644 # define SHOW_TEXTURE_MAKEUP 0
647 extern BOOL isDumpingFrames;
648 extern LONG primCounter;
651 /*****************************************************************************
655 /* Routine common to the draw primitive and draw indexed primitive routines */
656 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
657 UINT numberOfVertices, long start_idx, short idxBytes, const void *idxData, int minIndex);
659 void primitiveDeclarationConvertToStridedData(
660 IWineD3DDevice *iface,
661 BOOL useVertexShaderFunction,
662 WineDirect3DVertexStridedData *strided,
665 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
667 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
668 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
669 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
670 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
671 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
672 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
673 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
677 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
678 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
680 /* Routines and structures related to state management */
681 typedef struct WineD3DContext WineD3DContext;
682 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
684 #define STATE_RENDER(a) (a)
685 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
687 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
688 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
690 /* + 1 because samplers start with 0 */
691 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
692 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
694 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
695 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
697 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
698 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
700 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
701 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
702 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
703 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
705 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
706 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
708 #define STATE_VSHADER (STATE_VDECL + 1)
709 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
711 #define STATE_VIEWPORT (STATE_VSHADER + 1)
712 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
714 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
715 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
716 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
717 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
719 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
720 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
722 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
723 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
725 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
726 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
728 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
730 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
732 #define STATE_HIGHEST (STATE_FRONTFACE)
736 DWORD representative;
737 APPLYSTATEFUNC apply;
740 struct StateEntryTemplate
743 struct StateEntry content;
744 GL_SupportedExt extension;
747 struct fragment_caps {
748 DWORD PrimitiveMiscCaps;
751 DWORD MaxTextureBlendStages;
752 DWORD MaxSimultaneousTextures;
755 struct fragment_pipeline {
756 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
757 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
758 HRESULT (*alloc_private)(IWineD3DDevice *iface);
759 void (*free_private)(IWineD3DDevice *iface);
760 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
761 const struct StateEntryTemplate *states;
762 BOOL ffp_proj_control;
765 extern const struct StateEntryTemplate misc_state_template[];
766 extern const struct StateEntryTemplate ffp_vertexstate_template[];
767 extern const struct fragment_pipeline ffp_fragment_pipeline;
768 extern const struct fragment_pipeline atifs_fragment_pipeline;
769 extern const struct fragment_pipeline arbfp_fragment_pipeline;
770 extern const struct fragment_pipeline nvts_fragment_pipeline;
771 extern const struct fragment_pipeline nvrc_fragment_pipeline;
773 /* "Base" state table */
774 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
775 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
776 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
778 /* Shaders for color conversions in blits */
780 HRESULT (*alloc_private)(IWineD3DDevice *iface);
781 void (*free_private)(IWineD3DDevice *iface);
782 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
783 void (*unset_shader)(IWineD3DDevice *iface);
784 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
787 extern const struct blit_shader ffp_blit;
788 extern const struct blit_shader arbfp_blit;
796 /* The new context manager that should deal with onscreen and offscreen rendering */
797 struct WineD3DContext {
798 /* State dirtification
799 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
800 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
801 * 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
802 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
804 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
805 DWORD numDirtyEntries;
806 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
808 IWineD3DSurface *surface;
809 DWORD tid; /* Thread ID which owns this context at the moment */
811 /* Stores some information about the context state for optimization */
812 WORD draw_buffer_dirty : 1;
813 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
814 WORD last_was_pshader : 1;
815 WORD last_was_vshader : 1;
816 WORD namedArraysLoaded : 1;
817 WORD numberedArraysLoaded : 1;
818 WORD last_was_blit : 1;
819 WORD last_was_ckey : 1;
822 WORD fog_enabled : 1;
823 WORD num_untracked_materials : 2; /* Max value 2 */
825 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
826 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
827 DWORD numbered_array_mask;
828 GLenum tracking_parm; /* Which source is tracking current colour */
829 GLenum untracked_materials[2];
831 enum fogsource fog_source;
833 char *vshader_const_dirty, *pshader_const_dirty;
835 /* The actual opengl context */
843 struct list fbo_list;
844 struct fbo_entry *current_fbo;
848 /* Extension emulation */
850 GLfloat fog_coord_value;
851 GLfloat color[4], fogstart, fogend, fogcolor[4];
854 typedef enum ContextUsage {
855 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
856 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
857 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
858 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
861 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
862 WineD3DContext *getActiveContext(void);
863 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
864 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
865 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
866 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
867 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
868 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
870 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
871 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
873 /* Macros for doing basic GPU detection based on opengl capabilities */
874 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
875 #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])
876 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
877 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
879 /* Default callbacks for implicit object destruction */
880 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
882 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
884 /*****************************************************************************
885 * Internal representation of a light
887 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
888 struct PLIGHTINFOEL {
889 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
896 /* Converted parms to speed up swapping lights */
905 /* The default light parameters */
906 extern const WINED3DLIGHT WINED3D_default_light;
908 typedef struct WineD3D_PixelFormat
910 int iPixelFormat; /* WGL pixel format */
911 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
912 int redSize, greenSize, blueSize, alphaSize;
913 int depthSize, stencilSize;
915 BOOL pbufferDrawable;
919 } WineD3D_PixelFormat;
921 /* The adapter structure */
922 struct WineD3DAdapter
927 WineD3D_GL_Info gl_info;
929 const char *description;
930 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
932 WineD3D_PixelFormat *cfgs;
933 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
934 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
935 unsigned int UsedTextureRam;
938 extern BOOL InitAdapters(void);
939 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
940 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
941 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
943 /*****************************************************************************
944 * High order patch management
946 struct WineD3DRectPatch
950 WineDirect3DVertexStridedData strided;
951 WINED3DRECTPATCH_INFO RectPatchInfo;
953 char has_normals, has_texcoords;
957 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
959 enum projection_types
972 /*****************************************************************************
973 * Fixed function pipeline replacements
975 #define ARG_UNUSED 0xff
976 struct texture_stage_op
988 struct color_fixup_desc color_fixup;
989 unsigned tex_type : 3;
991 unsigned projected : 2;
992 unsigned padding : 10;
995 struct ffp_frag_settings {
996 struct texture_stage_op op[MAX_TEXTURES];
998 /* Use an int instead of a char to get dword alignment */
999 unsigned int sRGB_write;
1002 struct ffp_frag_desc
1004 struct ffp_frag_settings settings;
1007 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1008 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1009 const struct ffp_frag_settings *settings);
1010 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1011 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1012 unsigned int ffp_frag_program_key_hash(const void *key);
1014 /*****************************************************************************
1015 * IWineD3D implementation structure
1017 typedef struct IWineD3DImpl
1019 /* IUnknown fields */
1020 const IWineD3DVtbl *lpVtbl;
1021 LONG ref; /* Note: Ref counting not required */
1023 /* WineD3D Information */
1028 extern const IWineD3DVtbl IWineD3D_Vtbl;
1030 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1031 (since it will break quite a few things until contexts are managed properly!) */
1032 extern BOOL pbuffer_support;
1033 /* allocate one pbuffer per surface */
1034 extern BOOL pbuffer_per_surface;
1036 /* A helper function that dumps a resource list */
1037 void dumpResources(struct list *list);
1039 /*****************************************************************************
1040 * IWineD3DDevice implementation structure
1042 struct IWineD3DDeviceImpl
1044 /* IUnknown fields */
1045 const IWineD3DDeviceVtbl *lpVtbl;
1046 LONG ref; /* Note: Ref counting not required */
1048 /* WineD3D Information */
1050 IWineD3DDeviceParent *device_parent;
1052 struct WineD3DAdapter *adapter;
1054 /* Window styles to restore when switching fullscreen mode */
1058 /* X and GL Information */
1059 GLint maxConcurrentLights;
1060 GLenum offscreenBuffer;
1062 /* Selected capabilities */
1063 int vs_selected_mode;
1064 int ps_selected_mode;
1065 const shader_backend_t *shader_backend;
1067 void *fragment_priv;
1069 struct StateEntry StateTable[STATE_HIGHEST + 1];
1070 /* Array of functions for states which are handled by more than one pipeline part */
1071 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1072 const struct fragment_pipeline *frag_pipe;
1073 const struct blit_shader *blitter;
1075 unsigned int max_ffp_textures, max_ffp_texture_stages;
1077 WORD view_ident : 1; /* true iff view matrix is identity */
1078 WORD untransformed : 1;
1079 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1080 WORD isRecordingState : 1;
1082 WORD render_offscreen : 1;
1083 WORD bCursorVisible : 1;
1084 WORD haveHardwareCursor : 1;
1085 WORD d3d_initialized : 1;
1086 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1087 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1088 WORD useDrawStridedSlow : 1;
1089 WORD instancedDraw : 1;
1092 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1094 #define DDRAW_PITCH_ALIGNMENT 8
1095 #define D3D8_PITCH_ALIGNMENT 4
1096 unsigned char surface_alignment; /* Line Alignment of surfaces */
1098 /* State block related */
1099 IWineD3DStateBlockImpl *stateBlock;
1100 IWineD3DStateBlockImpl *updateStateBlock;
1102 /* Internal use fields */
1103 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1105 WINED3DDEVTYPE devType;
1107 IWineD3DSwapChain **swapchains;
1108 UINT NumberOfSwapChains;
1110 struct list resources; /* a linked list to track resources created by the device */
1111 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1112 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1114 /* Render Target Support */
1115 IWineD3DSurface **render_targets;
1116 IWineD3DSurface *auto_depth_stencil_buffer;
1117 IWineD3DSurface *stencilBufferTarget;
1119 /* Caches to avoid unneeded context changes */
1120 IWineD3DSurface *lastActiveRenderTarget;
1121 IWineD3DSwapChain *lastActiveSwapChain;
1123 /* palettes texture management */
1124 UINT NumberOfPalettes;
1125 PALETTEENTRY **palettes;
1126 UINT currentPalette;
1127 UINT paletteConversionShader;
1129 /* For rendering to a texture using glCopyTexImage */
1130 GLenum *draw_buffers;
1131 GLuint depth_blt_texture;
1132 GLuint depth_blt_rb;
1133 UINT depth_blt_rb_w;
1134 UINT depth_blt_rb_h;
1136 /* Cursor management */
1141 UINT cursorWidth, cursorHeight;
1142 GLuint cursorTexture;
1143 HCURSOR hardwareCursor;
1145 /* The Wine logo surface */
1146 IWineD3DSurface *logo_surface;
1148 /* Textures for when no other textures are mapped */
1149 UINT dummyTextureName[MAX_TEXTURES];
1151 /* Device state management */
1154 /* DirectDraw stuff */
1155 DWORD ddraw_width, ddraw_height;
1156 WINED3DFORMAT ddraw_format;
1158 /* Final position fixup constant */
1161 /* With register combiners we can skip junk texture stages */
1162 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1163 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1165 /* Stream source management */
1166 WineDirect3DVertexStridedData strided_streams;
1167 const WineDirect3DVertexStridedData *up_strided;
1169 /* Context management */
1170 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1171 WineD3DContext *activeContext;
1174 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1175 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1177 /* High level patch management */
1178 #define PATCHMAP_SIZE 43
1179 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1180 struct list patches[PATCHMAP_SIZE];
1181 struct WineD3DRectPatch *currentPatch;
1184 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1186 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1187 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1188 float Z, DWORD Stencil);
1189 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1190 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1191 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1192 DWORD idx = state >> 5;
1193 BYTE shift = state & 0x1f;
1194 return context->isStateDirty[idx] & (1 << shift);
1197 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1198 typedef struct PrivateData
1203 DWORD flags; /* DDSPD_* */
1214 /*****************************************************************************
1215 * IWineD3DResource implementation structure
1217 typedef struct IWineD3DResourceClass
1219 /* IUnknown fields */
1220 LONG ref; /* Note: Ref counting not required */
1222 /* WineD3DResource Information */
1224 WINED3DRESOURCETYPE resourceType;
1225 IWineD3DDeviceImpl *wineD3DDevice;
1229 WINED3DFORMAT format;
1231 BYTE *allocatedMemory; /* Pointer to the real data location */
1232 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1233 struct list privateData;
1234 struct list resource_list_entry;
1236 } IWineD3DResourceClass;
1238 typedef struct IWineD3DResourceImpl
1240 /* IUnknown & WineD3DResource Information */
1241 const IWineD3DResourceVtbl *lpVtbl;
1242 IWineD3DResourceClass resource;
1243 } IWineD3DResourceImpl;
1245 void resource_cleanup(IWineD3DResource *iface);
1246 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1247 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1248 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1249 DWORD resource_get_priority(IWineD3DResource *iface);
1250 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1251 void *data, DWORD *data_size);
1252 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1253 IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1254 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1255 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1256 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1257 const void *data, DWORD data_size, DWORD flags);
1259 /* Tests show that the start address of resources is 32 byte aligned */
1260 #define RESOURCE_ALIGNMENT 32
1262 /*****************************************************************************
1263 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1265 enum vbo_conversion_type {
1269 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1271 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1272 * fixed function semantics as D3DCOLOR or FLOAT16
1276 typedef struct IWineD3DVertexBufferImpl
1278 /* IUnknown & WineD3DResource Information */
1279 const IWineD3DVertexBufferVtbl *lpVtbl;
1280 IWineD3DResourceClass resource;
1282 /* WineD3DVertexBuffer specifics */
1285 /* Vertex buffer object support */
1292 UINT dirtystart, dirtyend;
1295 LONG declChanges, draws;
1296 /* Last description of the buffer */
1297 DWORD stride; /* 0 if no conversion */
1298 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1300 /* Extra load offsets, for FLOAT16 conversion */
1301 DWORD *conv_shift; /* NULL if no shifted conversion */
1302 DWORD conv_stride; /* 0 if no shifted conversion */
1303 } IWineD3DVertexBufferImpl;
1305 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1307 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1308 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1309 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1310 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1312 /*****************************************************************************
1313 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1315 typedef struct IWineD3DIndexBufferImpl
1317 /* IUnknown & WineD3DResource Information */
1318 const IWineD3DIndexBufferVtbl *lpVtbl;
1319 IWineD3DResourceClass resource;
1322 UINT dirtystart, dirtyend;
1325 /* WineD3DVertexBuffer specifics */
1326 } IWineD3DIndexBufferImpl;
1328 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1330 /*****************************************************************************
1331 * IWineD3DBaseTexture D3D- > openGL state map lookups
1333 #define WINED3DFUNC_NOTSUPPORTED -2
1334 #define WINED3DFUNC_UNIMPLEMENTED -1
1336 typedef enum winetexturestates {
1337 WINED3DTEXSTA_ADDRESSU = 0,
1338 WINED3DTEXSTA_ADDRESSV = 1,
1339 WINED3DTEXSTA_ADDRESSW = 2,
1340 WINED3DTEXSTA_BORDERCOLOR = 3,
1341 WINED3DTEXSTA_MAGFILTER = 4,
1342 WINED3DTEXSTA_MINFILTER = 5,
1343 WINED3DTEXSTA_MIPFILTER = 6,
1344 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1345 WINED3DTEXSTA_MAXANISOTROPY = 8,
1346 WINED3DTEXSTA_SRGBTEXTURE = 9,
1347 WINED3DTEXSTA_ELEMENTINDEX = 10,
1348 WINED3DTEXSTA_DMAPOFFSET = 11,
1349 WINED3DTEXSTA_TSSADDRESSW = 12,
1350 MAX_WINETEXTURESTATES = 13,
1351 } winetexturestates;
1355 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1356 SRGB_RGB = 1, /* Loads the rgb texture */
1357 SRGB_SRGB = 2, /* Loads the srgb texture */
1358 SRGB_BOTH = 3, /* Loads both textures */
1361 /*****************************************************************************
1362 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1364 typedef struct IWineD3DBaseTextureClass
1366 DWORD states[MAX_WINETEXTURESTATES];
1367 DWORD srgbstates[MAX_WINETEXTURESTATES];
1369 BOOL dirty, srgbDirty;
1370 UINT textureName, srgbTextureName;
1371 float pow2Matrix[16];
1373 WINED3DTEXTUREFILTERTYPE filterType;
1377 const struct min_lookup *minMipLookup;
1378 const GLenum *magLookup;
1379 struct color_fixup_desc shader_color_fixup;
1380 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1381 } IWineD3DBaseTextureClass;
1383 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1384 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1385 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1386 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1388 typedef struct IWineD3DBaseTextureImpl
1390 /* IUnknown & WineD3DResource Information */
1391 const IWineD3DBaseTextureVtbl *lpVtbl;
1392 IWineD3DResourceClass resource;
1393 IWineD3DBaseTextureClass baseTexture;
1395 } IWineD3DBaseTextureImpl;
1397 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1398 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1399 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1400 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1401 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1402 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1403 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1404 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1405 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1406 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1407 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1408 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1409 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1410 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1411 void basetexture_unload(IWineD3DBaseTexture *iface);
1412 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1413 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1414 This->baseTexture.is_srgb = srgb;
1417 /*****************************************************************************
1418 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1420 typedef struct IWineD3DTextureImpl
1422 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1423 const IWineD3DTextureVtbl *lpVtbl;
1424 IWineD3DResourceClass resource;
1425 IWineD3DBaseTextureClass baseTexture;
1427 /* IWineD3DTexture */
1428 IWineD3DSurface *surfaces[MAX_LEVELS];
1435 } IWineD3DTextureImpl;
1437 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1439 /*****************************************************************************
1440 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1442 typedef struct IWineD3DCubeTextureImpl
1444 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1445 const IWineD3DCubeTextureVtbl *lpVtbl;
1446 IWineD3DResourceClass resource;
1447 IWineD3DBaseTextureClass baseTexture;
1449 /* IWineD3DCubeTexture */
1450 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1451 } IWineD3DCubeTextureImpl;
1453 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1455 typedef struct _WINED3DVOLUMET_DESC
1460 } WINED3DVOLUMET_DESC;
1462 /*****************************************************************************
1463 * IWineD3DVolume implementation structure (extends IUnknown)
1465 typedef struct IWineD3DVolumeImpl
1467 /* IUnknown & WineD3DResource fields */
1468 const IWineD3DVolumeVtbl *lpVtbl;
1469 IWineD3DResourceClass resource;
1471 /* WineD3DVolume Information */
1472 WINED3DVOLUMET_DESC currentDesc;
1473 IWineD3DBase *container;
1478 WINED3DBOX lockedBox;
1479 WINED3DBOX dirtyBox;
1483 } IWineD3DVolumeImpl;
1485 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1487 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1489 /*****************************************************************************
1490 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1492 typedef struct IWineD3DVolumeTextureImpl
1494 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1495 const IWineD3DVolumeTextureVtbl *lpVtbl;
1496 IWineD3DResourceClass resource;
1497 IWineD3DBaseTextureClass baseTexture;
1499 /* IWineD3DVolumeTexture */
1500 IWineD3DVolume *volumes[MAX_LEVELS];
1501 } IWineD3DVolumeTextureImpl;
1503 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1505 typedef struct _WINED3DSURFACET_DESC
1507 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1508 DWORD MultiSampleQuality;
1511 } WINED3DSURFACET_DESC;
1513 /*****************************************************************************
1514 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1516 typedef struct wineD3DSurface_DIB {
1522 } wineD3DSurface_DIB;
1529 } renderbuffer_entry_t;
1534 IWineD3DSurface **render_targets;
1535 IWineD3DSurface *depth_stencil;
1540 /*****************************************************************************
1541 * IWineD3DClipp implementation structure
1543 typedef struct IWineD3DClipperImpl
1545 const IWineD3DClipperVtbl *lpVtbl;
1550 } IWineD3DClipperImpl;
1553 /*****************************************************************************
1554 * IWineD3DSurface implementation structure
1556 struct IWineD3DSurfaceImpl
1558 /* IUnknown & IWineD3DResource Information */
1559 const IWineD3DSurfaceVtbl *lpVtbl;
1560 IWineD3DResourceClass resource;
1562 /* IWineD3DSurface fields */
1563 IWineD3DBase *container;
1564 WINED3DSURFACET_DESC currentDesc;
1565 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1566 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1570 /* TODO: move this off into a management class(maybe!) */
1577 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1578 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1580 /* Oversized texture */
1589 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1591 glDescriptor glDescription;
1594 wineD3DSurface_DIB dib;
1597 /* Color keys for DDraw */
1598 WINEDDCOLORKEY DestBltCKey;
1599 WINEDDCOLORKEY DestOverlayCKey;
1600 WINEDDCOLORKEY SrcOverlayCKey;
1601 WINEDDCOLORKEY SrcBltCKey;
1604 WINEDDCOLORKEY glCKey;
1606 struct list renderbuffers;
1607 renderbuffer_entry_t *current_renderbuffer;
1609 /* DirectDraw clippers */
1610 IWineD3DClipper *clipper;
1612 /* DirectDraw Overlay handling */
1613 RECT overlay_srcrect;
1614 RECT overlay_destrect;
1615 IWineD3DSurfaceImpl *overlay_dest;
1616 struct list overlays;
1617 struct list overlay_entry;
1620 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1621 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1623 /* Predeclare the shared Surface functions */
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1625 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1626 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1627 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1628 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1629 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1630 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1631 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1632 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1633 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1634 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1635 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1636 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1637 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1638 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1639 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1640 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1641 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1642 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1643 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1644 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1645 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1646 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1647 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1648 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1649 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1650 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1651 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1652 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1653 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1654 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1655 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1656 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1657 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1658 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1659 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1660 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1661 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1663 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1664 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1665 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1666 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1668 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1670 /* Surface flags: */
1671 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1672 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1673 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1674 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1675 #define SFLAG_DISCARD 0x00000010 /* ??? */
1676 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1677 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1678 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1679 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1680 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1681 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1682 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1683 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1684 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1685 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1686 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1687 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1688 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1689 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1690 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1691 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1692 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1693 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1694 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1696 /* In some conditions the surface memory must not be freed:
1697 * SFLAG_OVERSIZE: Not all data can be kept in GL
1698 * SFLAG_CONVERTED: Converting the data back would take too long
1699 * SFLAG_DIBSECTION: The dib code manages the memory
1700 * SFLAG_LOCKED: The app requires access to the surface data
1701 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1702 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1703 * SFLAG_CLIENT: OpenGL uses our memory as backup
1705 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1707 SFLAG_DIBSECTION | \
1714 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1716 SFLAG_INDRAWABLE | \
1719 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1721 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1723 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1728 CONVERT_PALETTED_CK,
1732 CONVERT_CK_4444_ARGB,
1737 CONVERT_CK_8888_ARGB,
1748 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1750 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1752 /*****************************************************************************
1753 * IWineD3DVertexDeclaration implementation structure
1755 #define MAX_ATTRIBS 16
1757 typedef struct IWineD3DVertexDeclarationImpl {
1758 /* IUnknown Information */
1759 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1763 IWineD3DDeviceImpl *wineD3DDevice;
1765 WINED3DVERTEXELEMENT *pDeclarationWine;
1767 UINT declarationWNumElements;
1769 DWORD streams[MAX_STREAMS];
1771 BOOL position_transformed;
1772 BOOL half_float_conv_needed;
1773 } IWineD3DVertexDeclarationImpl;
1775 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1777 /*****************************************************************************
1778 * IWineD3DStateBlock implementation structure
1781 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1782 /* Note: Very long winded but gl Lists are not flexible enough */
1783 /* to resolve everything we need, so doing it manually for now */
1784 typedef struct SAVEDSTATES {
1785 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1786 WORD streamSource; /* MAX_STREAMS, 16 */
1787 WORD streamFreq; /* MAX_STREAMS, 16 */
1788 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1789 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1790 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1791 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1792 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1793 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1794 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1795 BOOL *pixelShaderConstantsF;
1796 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1797 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1798 BOOL *vertexShaderConstantsF;
1802 BYTE vertexDecl : 1;
1803 BYTE pixelShader : 1;
1804 BYTE vertexShader : 1;
1805 BYTE scissorRect : 1;
1814 struct IWineD3DStateBlockImpl
1816 /* IUnknown fields */
1817 const IWineD3DStateBlockVtbl *lpVtbl;
1818 LONG ref; /* Note: Ref counting not required */
1820 /* IWineD3DStateBlock information */
1822 IWineD3DDeviceImpl *wineD3DDevice;
1823 WINED3DSTATEBLOCKTYPE blockType;
1825 /* Array indicating whether things have been set or changed */
1826 SAVEDSTATES changed;
1828 /* Vertex Shader Declaration */
1829 IWineD3DVertexDeclaration *vertexDecl;
1831 IWineD3DVertexShader *vertexShader;
1833 /* Vertex Shader Constants */
1834 BOOL vertexShaderConstantB[MAX_CONST_B];
1835 INT vertexShaderConstantI[MAX_CONST_I * 4];
1836 float *vertexShaderConstantF;
1840 UINT streamStride[MAX_STREAMS];
1841 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1842 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1843 UINT streamFreq[MAX_STREAMS + 1];
1844 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1847 IWineD3DIndexBuffer* pIndexData;
1848 INT baseVertexIndex;
1849 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1852 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1854 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1855 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1856 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1857 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1858 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1861 double clipplane[MAX_CLIPPLANES][4];
1862 WINED3DCLIPSTATUS clip_status;
1865 WINED3DVIEWPORT viewport;
1868 WINED3DMATERIAL material;
1871 IWineD3DPixelShader *pixelShader;
1873 /* Pixel Shader Constants */
1874 BOOL pixelShaderConstantB[MAX_CONST_B];
1875 INT pixelShaderConstantI[MAX_CONST_I * 4];
1876 float *pixelShaderConstantF;
1879 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1882 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1884 /* Texture State Stage */
1885 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1886 DWORD lowest_disabled_stage;
1887 /* Sampler States */
1888 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1890 /* Scissor test rectangle */
1893 /* Contained state management */
1894 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1895 unsigned int num_contained_render_states;
1896 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1897 unsigned int num_contained_transform_states;
1898 DWORD contained_vs_consts_i[MAX_CONST_I];
1899 unsigned int num_contained_vs_consts_i;
1900 DWORD contained_vs_consts_b[MAX_CONST_B];
1901 unsigned int num_contained_vs_consts_b;
1902 DWORD *contained_vs_consts_f;
1903 unsigned int num_contained_vs_consts_f;
1904 DWORD contained_ps_consts_i[MAX_CONST_I];
1905 unsigned int num_contained_ps_consts_i;
1906 DWORD contained_ps_consts_b[MAX_CONST_B];
1907 unsigned int num_contained_ps_consts_b;
1908 DWORD *contained_ps_consts_f;
1909 unsigned int num_contained_ps_consts_f;
1910 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1911 unsigned int num_contained_tss_states;
1912 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1913 unsigned int num_contained_sampler_states;
1916 extern void stateblock_savedstates_set(
1917 IWineD3DStateBlock* iface,
1918 SAVEDSTATES* states,
1921 extern void stateblock_copy(
1922 IWineD3DStateBlock* destination,
1923 IWineD3DStateBlock* source);
1925 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1927 /* Direct3D terminology with little modifications. We do not have an issued state
1928 * because only the driver knows about it, but we have a created state because d3d
1929 * allows GetData on a created issue, but opengl doesn't
1936 /*****************************************************************************
1937 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1939 typedef struct IWineD3DQueryImpl
1941 const IWineD3DQueryVtbl *lpVtbl;
1942 LONG ref; /* Note: Ref counting not required */
1945 /*TODO: replace with iface usage */
1947 IWineD3DDevice *wineD3DDevice;
1949 IWineD3DDeviceImpl *wineD3DDevice;
1952 /* IWineD3DQuery fields */
1953 enum query_state state;
1954 WINED3DQUERYTYPE type;
1955 /* TODO: Think about using a IUnknown instead of a void* */
1959 } IWineD3DQueryImpl;
1961 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1962 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1963 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1965 /* Datastructures for IWineD3DQueryImpl.extendedData */
1966 typedef struct WineQueryOcclusionData {
1968 WineD3DContext *ctx;
1969 } WineQueryOcclusionData;
1971 typedef struct WineQueryEventData {
1973 WineD3DContext *ctx;
1974 } WineQueryEventData;
1976 /* IWineD3DBuffer */
1977 struct wined3d_buffer
1979 const struct IWineD3DBufferVtbl *vtbl;
1980 IWineD3DResourceClass resource;
1982 struct wined3d_buffer_desc desc;
1985 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
1987 /* IWineD3DRendertargetView */
1988 struct wined3d_rendertarget_view
1990 const struct IWineD3DRendertargetViewVtbl *vtbl;
1993 IWineD3DResource *resource;
1997 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
1999 /*****************************************************************************
2000 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2003 typedef struct IWineD3DSwapChainImpl
2006 const IWineD3DSwapChainVtbl *lpVtbl;
2007 LONG ref; /* Note: Ref counting not required */
2010 IWineD3DDeviceImpl *wineD3DDevice;
2012 /* IWineD3DSwapChain fields */
2013 IWineD3DSurface **backBuffer;
2014 IWineD3DSurface *frontBuffer;
2015 WINED3DPRESENT_PARAMETERS presentParms;
2016 DWORD orig_width, orig_height;
2017 WINED3DFORMAT orig_fmt;
2018 WINED3DGAMMARAMP orig_gamma;
2020 long prev_time, frames; /* Performance tracking */
2021 unsigned int vSyncCounter;
2023 WineD3DContext **context; /* Later a array for multithreading */
2024 unsigned int num_contexts;
2027 } IWineD3DSwapChainImpl;
2029 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2030 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2031 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2033 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2034 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2035 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2036 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2037 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2038 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2039 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2040 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2041 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2042 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2043 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2044 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2046 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2048 /*****************************************************************************
2049 * Utility function prototypes
2052 /* Trace routines */
2053 const char* debug_d3dformat(WINED3DFORMAT fmt);
2054 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2055 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2056 const char* debug_d3dusage(DWORD usage);
2057 const char* debug_d3dusagequery(DWORD usagequery);
2058 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2059 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2060 const char* debug_d3ddeclusage(BYTE usage);
2061 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2062 const char* debug_d3drenderstate(DWORD state);
2063 const char* debug_d3dsamplerstate(DWORD state);
2064 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2065 const char* debug_d3dtexturestate(DWORD state);
2066 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2067 const char* debug_d3dpool(WINED3DPOOL pool);
2068 const char *debug_fbostatus(GLenum status);
2069 const char *debug_glerror(GLenum error);
2070 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2071 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2072 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2073 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2074 const char *debug_surflocation(DWORD flag);
2076 /* Routines for GL <-> D3D values */
2077 GLenum StencilOp(DWORD op);
2078 GLenum CompareFunc(DWORD func);
2079 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2080 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2081 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2082 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2083 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2084 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2085 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2086 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2087 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2088 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2089 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2091 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2092 void surface_force_reload(IWineD3DSurface *iface);
2093 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2094 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2095 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2096 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2097 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2098 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2100 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2101 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2104 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2105 unsigned int count_bits(unsigned int mask);
2106 UINT wined3d_log2i(UINT32 x);
2108 /*****************************************************************************
2109 * To enable calling of inherited functions, requires prototypes
2111 * Note: Only require classes which are subclassed, ie resource, basetexture,
2114 /* IWineD3DVertexBuffer */
2115 extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2117 /* TODO: Make this dynamic, based on shader limits ? */
2118 #define MAX_REG_ADDR 1
2119 #define MAX_REG_TEMP 32
2120 #define MAX_REG_TEXCRD 8
2121 #define MAX_REG_INPUT 12
2122 #define MAX_REG_OUTPUT 12
2123 #define MAX_CONST_I 16
2124 #define MAX_CONST_B 16
2126 /* FIXME: This needs to go up to 2048 for
2127 * Shader model 3 according to msdn (and for software shaders) */
2128 #define MAX_LABELS 16
2130 typedef struct semantic {
2135 typedef struct local_constant {
2141 typedef struct shader_reg_maps {
2142 DWORD shader_version;
2143 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2144 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2145 char address[MAX_REG_ADDR]; /* vertex */
2146 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2147 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2148 char attributes[MAX_ATTRIBS]; /* vertex */
2149 char labels[MAX_LABELS]; /* pixel, vertex */
2150 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2152 /* Sampler usage tokens
2153 * Use 0 as default (bit 31 is always 1 on a valid token) */
2154 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2155 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2156 char usesnrm, vpos, usesdsy;
2159 /* Whether or not loops are used in this shader, and nesting depth */
2160 unsigned loop_depth;
2162 /* Whether or not this shader uses fog */
2167 /* Undocumented opcode controls */
2168 #define INST_CONTROLS_SHIFT 16
2169 #define INST_CONTROLS_MASK 0x00ff0000
2171 typedef enum COMPARISON_TYPE {
2180 typedef struct SHADER_OPCODE {
2181 unsigned int opcode;
2184 CONST UINT num_params;
2185 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2190 typedef struct SHADER_OPCODE_ARG {
2191 IWineD3DBaseShader* shader;
2192 const shader_reg_maps *reg_maps;
2193 CONST SHADER_OPCODE* opcode;
2200 SHADER_BUFFER* buffer;
2201 } SHADER_OPCODE_ARG;
2203 typedef struct SHADER_LIMITS {
2204 unsigned int temporary;
2205 unsigned int texcoord;
2206 unsigned int sampler;
2207 unsigned int constant_int;
2208 unsigned int constant_float;
2209 unsigned int constant_bool;
2210 unsigned int address;
2211 unsigned int packed_output;
2212 unsigned int packed_input;
2213 unsigned int attributes;
2217 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2218 maintain state information between multiple codes */
2219 typedef struct SHADER_PARSE_STATE {
2220 unsigned int current_row;
2221 DWORD texcoord_w[2];
2222 } SHADER_PARSE_STATE;
2225 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2227 #define PRINTF_ATTR(fmt,args)
2230 /* Base Shader utility functions.
2231 * (may move callers into the same file in the future) */
2232 extern int shader_addline(
2233 SHADER_BUFFER* buffer,
2234 const char* fmt, ...) PRINTF_ATTR(2,3);
2236 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2238 /* Vertex shader utility functions */
2239 extern BOOL vshader_get_input(
2240 IWineD3DVertexShader* iface,
2241 BYTE usage_req, BYTE usage_idx_req,
2242 unsigned int* regnum);
2244 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2246 /* GLSL helper functions */
2247 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2249 /*****************************************************************************
2250 * IDirect3DBaseShader implementation structure
2252 typedef struct IWineD3DBaseShaderClass
2255 SHADER_LIMITS limits;
2256 SHADER_PARSE_STATE parse_state;
2257 CONST SHADER_OPCODE *shader_ins;
2259 UINT functionLength;
2260 UINT cur_loop_depth, cur_loop_regno;
2261 BOOL load_local_constsF;
2262 BOOL uses_bool_consts, uses_int_consts;
2264 /* Type of shader backend */
2267 /* Programs this shader is linked with */
2268 struct list linked_programs;
2270 /* Immediate constants (override global ones) */
2271 struct list constantsB;
2272 struct list constantsF;
2273 struct list constantsI;
2274 shader_reg_maps reg_maps;
2276 UINT recompile_count;
2278 /* Pointer to the parent device */
2279 IWineD3DDevice *device;
2280 struct list shader_list_entry;
2282 } IWineD3DBaseShaderClass;
2284 typedef struct IWineD3DBaseShaderImpl {
2286 const IWineD3DBaseShaderVtbl *lpVtbl;
2288 /* IWineD3DBaseShader */
2289 IWineD3DBaseShaderClass baseShader;
2290 } IWineD3DBaseShaderImpl;
2292 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2293 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2294 void shader_cleanup(IWineD3DBaseShader *iface);
2295 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2296 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2297 void shader_init(struct IWineD3DBaseShaderClass *shader,
2298 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2299 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2301 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2302 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2304 static inline int shader_get_regtype(const DWORD param) {
2305 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2306 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2309 static inline int shader_get_writemask(const DWORD param) {
2310 return param & WINED3DSP_WRITEMASK_ALL;
2313 static inline BOOL shader_is_pshader_version(DWORD token) {
2314 return 0xFFFF0000 == (token & 0xFFFF0000);
2317 static inline BOOL shader_is_vshader_version(DWORD token) {
2318 return 0xFFFE0000 == (token & 0xFFFF0000);
2321 static inline BOOL shader_is_comment(DWORD token) {
2322 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2325 static inline BOOL shader_is_scalar(DWORD param) {
2326 DWORD reg_type = shader_get_regtype(param);
2330 case WINED3DSPR_RASTOUT:
2331 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2338 case WINED3DSPR_DEPTHOUT: /* oDepth */
2339 case WINED3DSPR_CONSTBOOL: /* b# */
2340 case WINED3DSPR_LOOP: /* aL */
2341 case WINED3DSPR_PREDICATE: /* p0 */
2344 case WINED3DSPR_MISCTYPE:
2345 reg_num = param & WINED3DSP_REGNUM_MASK;
2360 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2361 local_constant* lconst;
2363 if(This->baseShader.load_local_constsF) return FALSE;
2364 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2365 if(lconst->idx == reg) return TRUE;
2371 /*****************************************************************************
2372 * IDirect3DVertexShader implementation structures
2375 struct vs_compiled_shader {
2376 struct vs_compile_args args;
2380 typedef struct IWineD3DVertexShaderImpl {
2382 const IWineD3DVertexShaderVtbl *lpVtbl;
2384 /* IWineD3DBaseShader */
2385 IWineD3DBaseShaderClass baseShader;
2387 /* IWineD3DVertexShaderImpl */
2393 struct vs_compiled_shader *gl_shaders;
2394 UINT num_gl_shaders, shader_array_size;
2396 /* Vertex shader input and output semantics */
2397 semantic semantics_in [MAX_ATTRIBS];
2398 semantic semantics_out [MAX_REG_OUTPUT];
2400 UINT min_rel_offset, max_rel_offset;
2403 UINT recompile_count;
2405 const struct vs_compile_args *cur_args;
2406 } IWineD3DVertexShaderImpl;
2407 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2408 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2410 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2411 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2413 /*****************************************************************************
2414 * IDirect3DPixelShader implementation structure
2416 struct ps_compiled_shader {
2417 struct ps_compile_args args;
2421 typedef struct IWineD3DPixelShaderImpl {
2422 /* IUnknown parts */
2423 const IWineD3DPixelShaderVtbl *lpVtbl;
2425 /* IWineD3DBaseShader */
2426 IWineD3DBaseShaderClass baseShader;
2428 /* IWineD3DPixelShaderImpl */
2431 /* Pixel shader input semantics */
2432 semantic semantics_in [MAX_REG_INPUT];
2433 DWORD input_reg_map[MAX_REG_INPUT];
2434 BOOL input_reg_used[MAX_REG_INPUT];
2435 int declared_in_count;
2438 struct ps_compiled_shader *gl_shaders;
2439 UINT num_gl_shaders, shader_array_size;
2441 /* Some information about the shader behavior */
2442 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2443 char numbumpenvmatconsts;
2444 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2447 const struct ps_compile_args *cur_args;
2448 } IWineD3DPixelShaderImpl;
2450 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2451 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2452 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2453 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2455 /* sRGB correction constants */
2456 static const float srgb_cmp = 0.0031308;
2457 static const float srgb_mul_low = 12.92;
2458 static const float srgb_pow = 0.41666;
2459 static const float srgb_mul_high = 1.055;
2460 static const float srgb_sub_high = 0.055;
2462 /*****************************************************************************
2463 * IWineD3DPalette implementation structure
2465 struct IWineD3DPaletteImpl {
2466 /* IUnknown parts */
2467 const IWineD3DPaletteVtbl *lpVtbl;
2471 IWineD3DDeviceImpl *wineD3DDevice;
2473 /* IWineD3DPalette */
2475 WORD palVersion; /*| */
2476 WORD palNumEntries; /*| LOGPALETTE */
2477 PALETTEENTRY palents[256]; /*| */
2478 /* This is to store the palette in 'screen format' */
2479 int screen_palents[256];
2483 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2484 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2486 /* DirectDraw utility functions */
2487 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2489 /*****************************************************************************
2490 * Pixel format management
2493 struct GlPixelFormatDesc
2496 GLint glGammaInternal;
2502 struct color_fixup_desc color_fixup;
2506 WINED3DFORMAT format;
2507 DWORD alphaMask, redMask, greenMask, blueMask;
2509 short depthSize, stencilSize;
2511 } StaticPixelFormatDesc;
2513 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2514 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2516 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2518 return (stateblock->vertexShader
2519 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2520 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2523 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2525 return (stateblock->pixelShader
2526 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2529 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2530 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);