2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in) {
134 const unsigned short s = ((*in) & 0x8000);
135 const unsigned short e = ((*in) & 0x7C00) >> 10;
136 const unsigned short m = (*in) & 0x3FF;
137 const float sgn = (s ? -1.0 : 1.0);
140 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
145 if(m == 0) return sgn / 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in) {
152 float tmp = fabs(*in);
153 unsigned int mantissa;
156 /* Deal with special numbers */
157 if(*in == 0.0) return 0x0000;
158 if(isnan(*in)) return 0x7C01;
159 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp < pow(2, 10)) {
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
172 }while(tmp >= pow(2, 11));
175 mantissa = (unsigned int) tmp;
176 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
178 exp += 10; /* Normalize the mantissa */
179 exp += 15; /* Exponent is encoded with excess 15 */
181 if(exp > 30) { /* too big */
182 ret = 0x7c00; /* INF */
183 } else if(exp <= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
186 mantissa = mantissa >> 1;
189 ret = mantissa & 0x3ff;
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
222 #define RTL_DISABLE -1
224 #define RTL_READDRAW 1
225 #define RTL_READTEX 2
226 #define RTL_TEXDRAW 3
229 /* NOTE: When adding fields to this structure, make sure to update the default
230 * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s {
232 /* vertex and pixel shader modes */
236 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
237 we should use it. However, until it's fully implemented, we'll leave it as a registry
238 setting for developers. */
240 int offscreen_rendering_mode;
241 int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243 unsigned int emulated_textureram;
245 } wined3d_settings_t;
247 extern wined3d_settings_t wined3d_settings;
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
253 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
254 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
255 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
256 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
257 void (*shader_cleanup)(IWineD3DDevice *iface);
258 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
259 void (*shader_destroy)(IWineD3DBaseShader *iface);
260 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
261 void (*shader_free_private)(IWineD3DDevice *iface);
262 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
265 extern const shader_backend_t glsl_shader_backend;
266 extern const shader_backend_t arb_program_shader_backend;
267 extern const shader_backend_t none_shader_backend;
269 /* GLSL shader private data */
270 struct shader_glsl_priv {
271 GLhandleARB depth_blt_glsl_program_id;
274 /* ARB_program_shader private data */
275 struct shader_arb_priv {
276 GLuint depth_blt_vprogram_id;
277 GLuint depth_blt_fprogram_id;
282 extern void (*wine_tsx11_lock_ptr)(void);
283 extern void (*wine_tsx11_unlock_ptr)(void);
285 /* As GLX relies on X, this is needed */
289 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
290 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
292 #define ENTER_GL() wine_tsx11_lock_ptr()
293 #define LEAVE_GL() wine_tsx11_unlock_ptr()
296 /*****************************************************************************
300 /* GL related defines */
301 /* ------------------ */
302 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
303 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
304 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
305 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
307 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
308 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
309 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
310 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
312 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
313 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
314 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
315 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
317 #define D3DCOLORTOGLFLOAT4(dw, vec) \
318 (vec)[0] = D3DCOLOR_R(dw); \
319 (vec)[1] = D3DCOLOR_G(dw); \
320 (vec)[2] = D3DCOLOR_B(dw); \
321 (vec)[3] = D3DCOLOR_A(dw);
323 /* DirectX Device Limits */
324 /* --------------------- */
325 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
327 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
328 See MaxStreams in MSDN under GetDeviceCaps */
329 /* Maximum number of constants provided to the shaders */
330 #define HIGHEST_TRANSFORMSTATE 512
331 /* Highest value in WINED3DTRANSFORMSTATETYPE */
332 #define MAX_PALETTES 256
334 /* Checking of API calls */
335 /* --------------------- */
336 #define checkGLcall(A) \
338 GLint err = glGetError(); \
339 if (err == GL_NO_ERROR) { \
340 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
343 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
344 debug_glerror(err), err, A, __FILE__, __LINE__); \
345 err = glGetError(); \
346 } while (err != GL_NO_ERROR); \
349 /* Trace routines / diagnostics */
350 /* ---------------------------- */
352 /* Dump out a matrix and copy it */
353 #define conv_mat(mat,gl_mat) \
355 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
356 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
357 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
358 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
359 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
362 /* Macro to dump out the current state of the light chain */
363 #define DUMP_LIGHT_CHAIN() \
365 PLIGHTINFOEL *el = This->stateBlock->lights;\
367 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
372 /* Trace vector and strided data information */
373 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
374 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
375 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);
377 /* Defines used for optimizations */
379 /* Only reapply what is necessary */
380 #define REAPPLY_ALPHAOP 0x0001
381 #define REAPPLY_ALL 0xFFFF
383 /* Advance declaration of structures to satisfy compiler */
384 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
385 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
386 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
387 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
389 /* Global variables */
390 extern const float identity[16];
392 /*****************************************************************************
393 * Compilable extra diagnostics
396 /* Trace information per-vertex: (extremely high amount of trace) */
397 #if 0 /* NOTE: Must be 0 in cvs */
398 # define VTRACE(A) TRACE A
403 /* Checking of per-vertex related GL calls */
404 /* --------------------- */
405 #define vcheckGLcall(A) \
407 GLint err = glGetError(); \
408 if (err == GL_NO_ERROR) { \
409 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
412 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
413 debug_glerror(err), err, A, __FILE__, __LINE__); \
414 err = glGetError(); \
415 } while (err != GL_NO_ERROR); \
418 /* TODO: Confirm each of these works when wined3d move completed */
419 #if 0 /* NOTE: Must be 0 in cvs */
420 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
421 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
422 is enabled, and if it doesn't exist it is disabled. */
423 # define FRAME_DEBUGGING
424 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
425 the file is deleted */
426 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
427 # define SINGLE_FRAME_DEBUGGING
429 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
430 It can only be enabled when FRAME_DEBUGGING is also enabled
431 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 # define SHOW_FRAME_MAKEUP 1
436 /* The following, when enabled, lets you see the makeup of the all the textures used during each
437 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
438 The contents of the textures assigned to each stage are written into
439 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
440 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
441 # define SHOW_TEXTURE_MAKEUP 0
444 extern BOOL isDumpingFrames;
445 extern LONG primCounter;
448 /*****************************************************************************
452 /* Routine common to the draw primitive and draw indexed primitive routines */
453 void drawPrimitive(IWineD3DDevice *iface,
457 long StartVertexIndex,
458 UINT numberOfVertices,
464 void primitiveDeclarationConvertToStridedData(
465 IWineD3DDevice *iface,
466 BOOL useVertexShaderFunction,
467 WineDirect3DVertexStridedData *strided,
470 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
472 typedef void (*glAttribFunc)(void *data);
473 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
474 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
475 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
476 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
477 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
481 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
482 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
484 void depth_copy(IWineD3DDevice *iface);
486 /* Routines and structures related to state management */
487 typedef struct WineD3DContext WineD3DContext;
488 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
490 #define STATE_RENDER(a) (a)
491 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
493 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
494 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
496 /* + 1 because samplers start with 0 */
497 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
498 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
500 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
501 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
503 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
504 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
506 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
507 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
508 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
509 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
511 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
512 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
514 #define STATE_VSHADER (STATE_VDECL + 1)
515 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
517 #define STATE_VIEWPORT (STATE_VSHADER + 1)
518 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
520 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
521 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
522 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
523 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
525 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
526 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
528 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
529 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
531 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
532 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
534 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
536 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
538 #define STATE_HIGHEST (STATE_FRONTFACE)
542 DWORD representative;
543 APPLYSTATEFUNC apply;
546 /* Global state table */
547 extern const struct StateEntry StateTable[];
549 /* The new context manager that should deal with onscreen and offscreen rendering */
550 struct WineD3DContext {
551 /* State dirtification
552 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
553 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
554 * 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
555 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
557 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
558 DWORD numDirtyEntries;
559 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
561 IWineD3DSurface *surface;
562 DWORD tid; /* Thread ID which owns this context at the moment */
564 /* Stores some information about the context state for optimization */
565 GLint last_draw_buffer;
566 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
567 BOOL last_was_pshader;
568 BOOL last_was_vshader;
569 BOOL last_was_foggy_shader;
570 BOOL namedArraysLoaded, numberedArraysLoaded;
571 BOOL lastWasPow2Texture[MAX_TEXTURES];
572 GLenum tracking_parm; /* Which source is tracking current colour */
573 unsigned char num_untracked_materials;
574 GLenum untracked_materials[2];
575 BOOL last_was_blit, last_was_ckey;
576 char texShaderBumpMap;
579 char *vshader_const_dirty, *pshader_const_dirty;
581 /* The actual opengl context */
589 typedef enum ContextUsage {
590 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
591 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
592 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
593 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
596 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
597 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
598 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
599 void apply_fbo_state(IWineD3DDevice *iface);
601 /* Macros for doing basic GPU detection based on opengl capabilities */
602 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
603 #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])
604 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
605 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
607 /* Default callbacks for implicit object destruction */
608 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
610 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
612 /*****************************************************************************
613 * Internal representation of a light
615 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
616 struct PLIGHTINFOEL {
617 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
624 /* Converted parms to speed up swapping lights */
633 /* The default light parameters */
634 extern const WINED3DLIGHT WINED3D_default_light;
636 typedef struct WineD3D_PixelFormat
638 int iPixelFormat; /* WGL pixel format */
639 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
640 int redSize, greenSize, blueSize, alphaSize;
641 int depthSize, stencilSize;
643 BOOL pbufferDrawable;
644 } WineD3D_PixelFormat;
646 /* The adapter structure */
647 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
648 struct WineD3DAdapter
652 WineD3D_GL_Info gl_info;
654 const char *description;
655 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
657 WineD3D_PixelFormat *cfgs;
658 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
659 unsigned int UsedTextureRam;
662 extern BOOL InitAdapters(void);
663 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
664 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
666 /*****************************************************************************
667 * High order patch management
669 struct WineD3DRectPatch
673 WineDirect3DVertexStridedData strided;
674 WINED3DRECTPATCH_INFO RectPatchInfo;
676 char has_normals, has_texcoords;
680 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
682 /*****************************************************************************
683 * IWineD3D implementation structure
685 typedef struct IWineD3DImpl
687 /* IUnknown fields */
688 const IWineD3DVtbl *lpVtbl;
689 LONG ref; /* Note: Ref counting not required */
691 /* WineD3D Information */
696 extern const IWineD3DVtbl IWineD3D_Vtbl;
698 /* TODO: setup some flags in the registry to enable, disable pbuffer support
699 (since it will break quite a few things until contexts are managed properly!) */
700 extern BOOL pbuffer_support;
701 /* allocate one pbuffer per surface */
702 extern BOOL pbuffer_per_surface;
704 /* A helper function that dumps a resource list */
705 void dumpResources(struct list *list);
707 /*****************************************************************************
708 * IWineD3DDevice implementation structure
710 struct IWineD3DDeviceImpl
712 /* IUnknown fields */
713 const IWineD3DDeviceVtbl *lpVtbl;
714 LONG ref; /* Note: Ref counting not required */
716 /* WineD3D Information */
719 struct WineD3DAdapter *adapter;
721 /* Window styles to restore when switching fullscreen mode */
725 /* X and GL Information */
726 GLint maxConcurrentLights;
727 GLenum offscreenBuffer;
729 /* Selected capabilities */
730 int vs_selected_mode;
731 int ps_selected_mode;
732 const shader_backend_t *shader_backend;
733 hash_table_t *glsl_program_lookup;
737 BOOL view_ident; /* true iff view matrix is identity */
739 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
740 unsigned char surface_alignment; /* Line Alignment of surfaces */
742 /* State block related */
743 BOOL isRecordingState;
744 IWineD3DStateBlockImpl *stateBlock;
745 IWineD3DStateBlockImpl *updateStateBlock;
748 /* Internal use fields */
749 WINED3DDEVICE_CREATION_PARAMETERS createParms;
751 WINED3DDEVTYPE devType;
753 IWineD3DSwapChain **swapchains;
754 UINT NumberOfSwapChains;
756 struct list resources; /* a linked list to track resources created by the device */
757 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
758 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
760 /* Render Target Support */
761 IWineD3DSurface **render_targets;
762 IWineD3DSurface *auto_depth_stencil_buffer;
763 IWineD3DSurface **fbo_color_attachments;
764 IWineD3DSurface *fbo_depth_attachment;
766 IWineD3DSurface *stencilBufferTarget;
768 /* Caches to avoid unneeded context changes */
769 IWineD3DSurface *lastActiveRenderTarget;
770 IWineD3DSwapChain *lastActiveSwapChain;
772 /* palettes texture management */
773 PALETTEENTRY palettes[MAX_PALETTES][256];
775 UINT paletteConversionShader;
777 /* For rendering to a texture using glCopyTexImage */
778 BOOL render_offscreen;
779 WINED3D_DEPTHCOPYSTATE depth_copy_state;
783 GLenum *draw_buffers;
784 GLuint depth_blt_texture;
786 /* Cursor management */
792 UINT cursorWidth, cursorHeight;
793 GLuint cursorTexture;
794 BOOL haveHardwareCursor;
795 HCURSOR hardwareCursor;
797 /* The Wine logo surface */
798 IWineD3DSurface *logo_surface;
800 /* Textures for when no other textures are mapped */
801 UINT dummyTextureName[MAX_TEXTURES];
803 /* Debug stream management */
806 /* Device state management */
808 BOOL d3d_initialized;
810 /* A flag to check for proper BeginScene / EndScene call pairs */
813 /* process vertex shaders using software or hardware */
814 BOOL softwareVertexProcessing;
816 /* DirectDraw stuff */
818 IWineD3DSurface *ddraw_primary;
819 DWORD ddraw_width, ddraw_height;
820 WINED3DFORMAT ddraw_format;
821 BOOL ddraw_fullscreen;
823 /* Final position fixup constant */
826 /* With register combiners we can skip junk texture stages */
827 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
828 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
829 BOOL fixed_function_usage_map[MAX_TEXTURES];
831 /* Stream source management */
832 WineDirect3DVertexStridedData strided_streams;
833 WineDirect3DVertexStridedData *up_strided;
834 BOOL useDrawStridedSlow;
837 /* Context management */
838 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
839 WineD3DContext *activeContext;
842 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
843 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
845 /* High level patch management */
846 #define PATCHMAP_SIZE 43
847 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
848 struct list patches[PATCHMAP_SIZE];
849 struct WineD3DRectPatch *currentPatch;
852 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
854 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
855 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
856 float Z, DWORD Stencil);
857 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
858 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
859 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
860 DWORD idx = state >> 5;
861 BYTE shift = state & 0x1f;
862 return context->isStateDirty[idx] & (1 << shift);
865 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
866 typedef struct PrivateData
871 DWORD flags; /* DDSPD_* */
872 DWORD uniqueness_value;
883 /*****************************************************************************
884 * IWineD3DResource implementation structure
886 typedef struct IWineD3DResourceClass
888 /* IUnknown fields */
889 LONG ref; /* Note: Ref counting not required */
891 /* WineD3DResource Information */
893 WINED3DRESOURCETYPE resourceType;
894 IWineD3DDeviceImpl *wineD3DDevice;
898 WINED3DFORMAT format;
899 BYTE *allocatedMemory; /* Pointer to the real data location */
900 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
901 struct list privateData;
902 struct list resource_list_entry;
904 } IWineD3DResourceClass;
906 typedef struct IWineD3DResourceImpl
908 /* IUnknown & WineD3DResource Information */
909 const IWineD3DResourceVtbl *lpVtbl;
910 IWineD3DResourceClass resource;
911 } IWineD3DResourceImpl;
913 /* Tests show that the start address of resources is 32 byte aligned */
914 #define RESOURCE_ALIGNMENT 32
916 /*****************************************************************************
917 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
919 enum vbo_conversion_type {
923 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
925 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
926 * fixed function semantics as D3DCOLOR or FLOAT16
930 typedef struct IWineD3DVertexBufferImpl
932 /* IUnknown & WineD3DResource Information */
933 const IWineD3DVertexBufferVtbl *lpVtbl;
934 IWineD3DResourceClass resource;
936 /* WineD3DVertexBuffer specifics */
939 /* Vertex buffer object support */
946 UINT dirtystart, dirtyend;
949 LONG declChanges, draws;
950 /* Last description of the buffer */
951 DWORD stride; /* 0 if no conversion */
952 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
954 /* Extra load offsets, for FLOAT16 conversion */
955 DWORD *conv_shift; /* NULL if no shifted conversion */
956 DWORD conv_stride; /* 0 if no shifted conversion */
957 } IWineD3DVertexBufferImpl;
959 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
961 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
962 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
963 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
964 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
966 /*****************************************************************************
967 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
969 typedef struct IWineD3DIndexBufferImpl
971 /* IUnknown & WineD3DResource Information */
972 const IWineD3DIndexBufferVtbl *lpVtbl;
973 IWineD3DResourceClass resource;
976 UINT dirtystart, dirtyend;
979 /* WineD3DVertexBuffer specifics */
980 } IWineD3DIndexBufferImpl;
982 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
984 /*****************************************************************************
985 * IWineD3DBaseTexture D3D- > openGL state map lookups
987 #define WINED3DFUNC_NOTSUPPORTED -2
988 #define WINED3DFUNC_UNIMPLEMENTED -1
990 typedef enum winetexturestates {
991 WINED3DTEXSTA_ADDRESSU = 0,
992 WINED3DTEXSTA_ADDRESSV = 1,
993 WINED3DTEXSTA_ADDRESSW = 2,
994 WINED3DTEXSTA_BORDERCOLOR = 3,
995 WINED3DTEXSTA_MAGFILTER = 4,
996 WINED3DTEXSTA_MINFILTER = 5,
997 WINED3DTEXSTA_MIPFILTER = 6,
998 WINED3DTEXSTA_MAXMIPLEVEL = 7,
999 WINED3DTEXSTA_MAXANISOTROPY = 8,
1000 WINED3DTEXSTA_SRGBTEXTURE = 9,
1001 WINED3DTEXSTA_ELEMENTINDEX = 10,
1002 WINED3DTEXSTA_DMAPOFFSET = 11,
1003 WINED3DTEXSTA_TSSADDRESSW = 12,
1004 MAX_WINETEXTURESTATES = 13,
1005 } winetexturestates;
1007 /*****************************************************************************
1008 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1010 typedef struct IWineD3DBaseTextureClass
1016 WINED3DTEXTUREFILTERTYPE filterType;
1017 DWORD states[MAX_WINETEXTURESTATES];
1021 UINT srgb_mode_change_count;
1022 WINED3DFORMAT shader_conversion_group;
1023 float pow2Matrix[16];
1024 } IWineD3DBaseTextureClass;
1026 typedef struct IWineD3DBaseTextureImpl
1028 /* IUnknown & WineD3DResource Information */
1029 const IWineD3DBaseTextureVtbl *lpVtbl;
1030 IWineD3DResourceClass resource;
1031 IWineD3DBaseTextureClass baseTexture;
1033 } IWineD3DBaseTextureImpl;
1035 /*****************************************************************************
1036 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1038 typedef struct IWineD3DTextureImpl
1040 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1041 const IWineD3DTextureVtbl *lpVtbl;
1042 IWineD3DResourceClass resource;
1043 IWineD3DBaseTextureClass baseTexture;
1045 /* IWineD3DTexture */
1046 IWineD3DSurface *surfaces[MAX_LEVELS];
1052 } IWineD3DTextureImpl;
1054 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1056 /*****************************************************************************
1057 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1059 typedef struct IWineD3DCubeTextureImpl
1061 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1062 const IWineD3DCubeTextureVtbl *lpVtbl;
1063 IWineD3DResourceClass resource;
1064 IWineD3DBaseTextureClass baseTexture;
1066 /* IWineD3DCubeTexture */
1067 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1070 } IWineD3DCubeTextureImpl;
1072 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1074 typedef struct _WINED3DVOLUMET_DESC
1079 } WINED3DVOLUMET_DESC;
1081 /*****************************************************************************
1082 * IWineD3DVolume implementation structure (extends IUnknown)
1084 typedef struct IWineD3DVolumeImpl
1086 /* IUnknown & WineD3DResource fields */
1087 const IWineD3DVolumeVtbl *lpVtbl;
1088 IWineD3DResourceClass resource;
1090 /* WineD3DVolume Information */
1091 WINED3DVOLUMET_DESC currentDesc;
1092 IWineD3DBase *container;
1097 WINED3DBOX lockedBox;
1098 WINED3DBOX dirtyBox;
1102 } IWineD3DVolumeImpl;
1104 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1106 /*****************************************************************************
1107 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1109 typedef struct IWineD3DVolumeTextureImpl
1111 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1112 const IWineD3DVolumeTextureVtbl *lpVtbl;
1113 IWineD3DResourceClass resource;
1114 IWineD3DBaseTextureClass baseTexture;
1116 /* IWineD3DVolumeTexture */
1117 IWineD3DVolume *volumes[MAX_LEVELS];
1122 } IWineD3DVolumeTextureImpl;
1124 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1126 typedef struct _WINED3DSURFACET_DESC
1128 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1129 DWORD MultiSampleQuality;
1132 } WINED3DSURFACET_DESC;
1134 /*****************************************************************************
1135 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1137 typedef struct wineD3DSurface_DIB {
1143 } wineD3DSurface_DIB;
1150 } renderbuffer_entry_t;
1152 /*****************************************************************************
1153 * IWineD3DClipp implementation structure
1155 typedef struct IWineD3DClipperImpl
1157 const IWineD3DClipperVtbl *lpVtbl;
1162 } IWineD3DClipperImpl;
1165 /*****************************************************************************
1166 * IWineD3DSurface implementation structure
1168 struct IWineD3DSurfaceImpl
1170 /* IUnknown & IWineD3DResource Information */
1171 const IWineD3DSurfaceVtbl *lpVtbl;
1172 IWineD3DResourceClass resource;
1174 /* IWineD3DSurface fields */
1175 IWineD3DBase *container;
1176 WINED3DSURFACET_DESC currentDesc;
1177 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1178 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1182 /* TODO: move this off into a management class(maybe!) */
1188 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1189 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1191 /* Oversized texture */
1200 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1202 glDescriptor glDescription;
1206 wineD3DSurface_DIB dib;
1209 /* Color keys for DDraw */
1210 WINEDDCOLORKEY DestBltCKey;
1211 WINEDDCOLORKEY DestOverlayCKey;
1212 WINEDDCOLORKEY SrcOverlayCKey;
1213 WINEDDCOLORKEY SrcBltCKey;
1216 WINEDDCOLORKEY glCKey;
1218 struct list renderbuffers;
1219 renderbuffer_entry_t *current_renderbuffer;
1221 /* DirectDraw clippers */
1222 IWineD3DClipper *clipper;
1225 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1226 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1228 /* Predeclare the shared Surface functions */
1229 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1230 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1231 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1232 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1233 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1234 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1235 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1236 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1237 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1238 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1239 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1240 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1241 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1242 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1243 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1244 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1245 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1246 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1247 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1248 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1249 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1250 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1251 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1252 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1253 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1254 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1255 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1256 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1257 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1258 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1259 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1260 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1261 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1262 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1264 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1266 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1267 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1268 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1269 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1271 /* Surface flags: */
1272 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1273 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1274 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1275 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1276 #define SFLAG_DISCARD 0x00000010 /* ??? */
1277 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1278 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1279 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1280 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1281 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1282 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1283 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1284 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1285 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1286 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1287 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1288 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1289 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1290 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1292 /* In some conditions the surface memory must not be freed:
1293 * SFLAG_OVERSIZE: Not all data can be kept in GL
1294 * SFLAG_CONVERTED: Converting the data back would take too long
1295 * SFLAG_DIBSECTION: The dib code manages the memory
1296 * SFLAG_LOCKED: The app requires access to the surface data
1297 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1298 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1299 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1300 * SFLAG_CLIENT: OpenGL uses our memory as backup
1302 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1304 SFLAG_DIBSECTION | \
1312 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1315 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1320 CONVERT_PALETTED_CK,
1324 CONVERT_CK_4444_ARGB,
1329 CONVERT_CK_8888_ARGB,
1342 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);
1344 /*****************************************************************************
1345 * IWineD3DVertexDeclaration implementation structure
1347 typedef struct attrib_declaration {
1350 } attrib_declaration;
1352 #define MAX_ATTRIBS 16
1354 typedef struct IWineD3DVertexDeclarationImpl {
1355 /* IUnknown Information */
1356 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1360 IWineD3DDeviceImpl *wineD3DDevice;
1362 WINED3DVERTEXELEMENT *pDeclarationWine;
1363 UINT declarationWNumElements;
1365 DWORD streams[MAX_STREAMS];
1367 BOOL position_transformed;
1368 BOOL half_float_conv_needed;
1370 /* Ordered array of declaration types that need swizzling in a vshader */
1371 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1372 UINT num_swizzled_attribs;
1373 } IWineD3DVertexDeclarationImpl;
1375 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1377 /*****************************************************************************
1378 * IWineD3DStateBlock implementation structure
1381 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1382 /* Note: Very long winded but gl Lists are not flexible enough */
1383 /* to resolve everything we need, so doing it manually for now */
1384 typedef struct SAVEDSTATES {
1388 BOOL streamSource[MAX_STREAMS];
1389 BOOL streamFreq[MAX_STREAMS];
1390 BOOL textures[MAX_COMBINED_SAMPLERS];
1391 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1393 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1394 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1395 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1396 BOOL clipplane[MAX_CLIPPLANES];
1399 BOOL pixelShaderConstantsB[MAX_CONST_B];
1400 BOOL pixelShaderConstantsI[MAX_CONST_I];
1401 BOOL *pixelShaderConstantsF;
1403 BOOL vertexShaderConstantsB[MAX_CONST_B];
1404 BOOL vertexShaderConstantsI[MAX_CONST_I];
1405 BOOL *vertexShaderConstantsF;
1420 struct IWineD3DStateBlockImpl
1422 /* IUnknown fields */
1423 const IWineD3DStateBlockVtbl *lpVtbl;
1424 LONG ref; /* Note: Ref counting not required */
1426 /* IWineD3DStateBlock information */
1428 IWineD3DDeviceImpl *wineD3DDevice;
1429 WINED3DSTATEBLOCKTYPE blockType;
1431 /* Array indicating whether things have been set or changed */
1432 SAVEDSTATES changed;
1433 struct list set_vconstantsF;
1434 struct list set_pconstantsF;
1436 /* Drawing - Vertex Shader or FVF related */
1438 /* Vertex Shader Declaration */
1439 IWineD3DVertexDeclaration *vertexDecl;
1441 IWineD3DVertexShader *vertexShader;
1443 /* Vertex Shader Constants */
1444 BOOL vertexShaderConstantB[MAX_CONST_B];
1445 INT vertexShaderConstantI[MAX_CONST_I * 4];
1446 float *vertexShaderConstantF;
1450 UINT streamStride[MAX_STREAMS];
1451 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1452 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1453 UINT streamFreq[MAX_STREAMS + 1];
1454 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1457 IWineD3DIndexBuffer* pIndexData;
1458 INT baseVertexIndex;
1459 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1462 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1464 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1465 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1466 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1467 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1468 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1471 double clipplane[MAX_CLIPPLANES][4];
1472 WINED3DCLIPSTATUS clip_status;
1475 WINED3DVIEWPORT viewport;
1478 WINED3DMATERIAL material;
1481 IWineD3DPixelShader *pixelShader;
1483 /* Pixel Shader Constants */
1484 BOOL pixelShaderConstantB[MAX_CONST_B];
1485 INT pixelShaderConstantI[MAX_CONST_I * 4];
1486 float *pixelShaderConstantF;
1489 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1492 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1493 int textureDimensions[MAX_COMBINED_SAMPLERS];
1495 /* Texture State Stage */
1496 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1497 DWORD lowest_disabled_stage;
1498 /* Sampler States */
1499 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1501 /* Current GLSL Shader Program */
1502 struct glsl_shader_prog_link *glsl_program;
1504 /* Scissor test rectangle */
1507 /* Contained state management */
1508 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1509 unsigned int num_contained_render_states;
1510 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1511 unsigned int num_contained_transform_states;
1512 DWORD contained_vs_consts_i[MAX_CONST_I];
1513 unsigned int num_contained_vs_consts_i;
1514 DWORD contained_vs_consts_b[MAX_CONST_B];
1515 unsigned int num_contained_vs_consts_b;
1516 DWORD *contained_vs_consts_f;
1517 unsigned int num_contained_vs_consts_f;
1518 DWORD contained_ps_consts_i[MAX_CONST_I];
1519 unsigned int num_contained_ps_consts_i;
1520 DWORD contained_ps_consts_b[MAX_CONST_B];
1521 unsigned int num_contained_ps_consts_b;
1522 DWORD *contained_ps_consts_f;
1523 unsigned int num_contained_ps_consts_f;
1524 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1525 unsigned int num_contained_tss_states;
1526 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1527 unsigned int num_contained_sampler_states;
1530 extern void stateblock_savedstates_set(
1531 IWineD3DStateBlock* iface,
1532 SAVEDSTATES* states,
1535 extern void stateblock_savedstates_copy(
1536 IWineD3DStateBlock* iface,
1538 SAVEDSTATES* source);
1540 extern void stateblock_copy(
1541 IWineD3DStateBlock* destination,
1542 IWineD3DStateBlock* source);
1544 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1546 /* Direct3D terminology with little modifications. We do not have an issued state
1547 * because only the driver knows about it, but we have a created state because d3d
1548 * allows GetData on a created issue, but opengl doesn't
1555 /*****************************************************************************
1556 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1558 typedef struct IWineD3DQueryImpl
1560 const IWineD3DQueryVtbl *lpVtbl;
1561 LONG ref; /* Note: Ref counting not required */
1564 /*TODO: replace with iface usage */
1566 IWineD3DDevice *wineD3DDevice;
1568 IWineD3DDeviceImpl *wineD3DDevice;
1571 /* IWineD3DQuery fields */
1572 enum query_state state;
1573 WINED3DQUERYTYPE type;
1574 /* TODO: Think about using a IUnknown instead of a void* */
1578 } IWineD3DQueryImpl;
1580 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1581 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1582 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1584 /* Datastructures for IWineD3DQueryImpl.extendedData */
1585 typedef struct WineQueryOcclusionData {
1587 WineD3DContext *ctx;
1588 } WineQueryOcclusionData;
1590 typedef struct WineQueryEventData {
1592 WineD3DContext *ctx;
1593 } WineQueryEventData;
1595 /*****************************************************************************
1596 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1599 typedef struct IWineD3DSwapChainImpl
1602 const IWineD3DSwapChainVtbl *lpVtbl;
1603 LONG ref; /* Note: Ref counting not required */
1606 IWineD3DDeviceImpl *wineD3DDevice;
1608 /* IWineD3DSwapChain fields */
1609 IWineD3DSurface **backBuffer;
1610 IWineD3DSurface *frontBuffer;
1611 BOOL wantsDepthStencilBuffer;
1612 WINED3DPRESENT_PARAMETERS presentParms;
1613 DWORD orig_width, orig_height;
1614 WINED3DFORMAT orig_fmt;
1616 long prev_time, frames; /* Performance tracking */
1617 unsigned int vSyncCounter;
1619 WineD3DContext **context; /* Later a array for multithreading */
1620 unsigned int num_contexts;
1623 } IWineD3DSwapChainImpl;
1625 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1627 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1629 /*****************************************************************************
1630 * Utility function prototypes
1633 /* Trace routines */
1634 const char* debug_d3dformat(WINED3DFORMAT fmt);
1635 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1636 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1637 const char* debug_d3dusage(DWORD usage);
1638 const char* debug_d3dusagequery(DWORD usagequery);
1639 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1640 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1641 const char* debug_d3ddeclusage(BYTE usage);
1642 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1643 const char* debug_d3drenderstate(DWORD state);
1644 const char* debug_d3dsamplerstate(DWORD state);
1645 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1646 const char* debug_d3dtexturestate(DWORD state);
1647 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1648 const char* debug_d3dpool(WINED3DPOOL pool);
1649 const char *debug_fbostatus(GLenum status);
1650 const char *debug_glerror(GLenum error);
1651 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1652 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1654 /* Routines for GL <-> D3D values */
1655 GLenum StencilOp(DWORD op);
1656 GLenum CompareFunc(DWORD func);
1657 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1658 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1659 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1661 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1662 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1664 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1665 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1668 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1669 unsigned int count_bits(unsigned int mask);
1671 /*****************************************************************************
1672 * To enable calling of inherited functions, requires prototypes
1674 * Note: Only require classes which are subclassed, ie resource, basetexture,
1676 /*** IUnknown methods ***/
1677 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1678 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1679 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1680 /*** IWineD3DResource methods ***/
1681 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1682 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1683 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1684 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1685 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1686 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1687 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1688 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1689 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1690 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1691 /*** class static members ***/
1692 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1694 /*** IUnknown methods ***/
1695 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1696 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1697 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1698 /*** IWineD3DResource methods ***/
1699 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1700 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1701 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1702 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1703 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1704 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1705 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1706 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1707 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1708 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1709 /*** IWineD3DBaseTexture methods ***/
1710 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1711 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1712 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1713 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1714 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1715 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1716 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1717 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1719 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1720 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1721 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1722 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1723 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1724 /*** class static members ***/
1725 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1727 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1729 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1730 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1731 * used if the user is using GLSL shaders. */
1732 struct glsl_shader_prog_link {
1733 struct list vshader_entry;
1734 struct list pshader_entry;
1735 GLhandleARB programId;
1736 GLhandleARB *vuniformF_locations;
1737 GLhandleARB *puniformF_locations;
1738 GLhandleARB vuniformI_locations[MAX_CONST_I];
1739 GLhandleARB puniformI_locations[MAX_CONST_I];
1740 GLhandleARB posFixup_location;
1741 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1742 GLhandleARB luminancescale_location[MAX_TEXTURES];
1743 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1744 GLhandleARB srgb_comparison_location;
1745 GLhandleARB srgb_mul_low_location;
1746 GLhandleARB ycorrection_location;
1747 GLhandleARB vshader;
1748 GLhandleARB pshader;
1752 GLhandleARB vshader;
1753 GLhandleARB pshader;
1754 } glsl_program_key_t;
1756 /* TODO: Make this dynamic, based on shader limits ? */
1757 #define MAX_REG_ADDR 1
1758 #define MAX_REG_TEMP 32
1759 #define MAX_REG_TEXCRD 8
1760 #define MAX_REG_INPUT 12
1761 #define MAX_REG_OUTPUT 12
1762 #define MAX_CONST_I 16
1763 #define MAX_CONST_B 16
1765 /* FIXME: This needs to go up to 2048 for
1766 * Shader model 3 according to msdn (and for software shaders) */
1767 #define MAX_LABELS 16
1769 typedef struct semantic {
1774 typedef struct local_constant {
1780 typedef struct shader_reg_maps {
1782 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1783 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1784 char address[MAX_REG_ADDR]; /* vertex */
1785 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1786 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1787 char attributes[MAX_ATTRIBS]; /* vertex */
1788 char labels[MAX_LABELS]; /* pixel, vertex */
1789 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1791 /* Sampler usage tokens
1792 * Use 0 as default (bit 31 is always 1 on a valid token) */
1793 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1794 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1795 char usesnrm, vpos, usesdsy;
1798 /* Whether or not loops are used in this shader, and nesting depth */
1799 unsigned loop_depth;
1801 /* Whether or not this shader uses fog */
1806 #define SHADER_PGMSIZE 65535
1807 typedef struct SHADER_BUFFER {
1810 unsigned int lineNo;
1814 /* Undocumented opcode controls */
1815 #define INST_CONTROLS_SHIFT 16
1816 #define INST_CONTROLS_MASK 0x00ff0000
1818 typedef enum COMPARISON_TYPE {
1827 typedef struct SHADER_OPCODE {
1828 unsigned int opcode;
1832 CONST UINT num_params;
1833 SHADER_HANDLER hw_fct;
1834 SHADER_HANDLER hw_glsl_fct;
1839 typedef struct SHADER_OPCODE_ARG {
1840 IWineD3DBaseShader* shader;
1841 shader_reg_maps* reg_maps;
1842 CONST SHADER_OPCODE* opcode;
1849 SHADER_BUFFER* buffer;
1850 } SHADER_OPCODE_ARG;
1852 typedef struct SHADER_LIMITS {
1853 unsigned int temporary;
1854 unsigned int texcoord;
1855 unsigned int sampler;
1856 unsigned int constant_int;
1857 unsigned int constant_float;
1858 unsigned int constant_bool;
1859 unsigned int address;
1860 unsigned int packed_output;
1861 unsigned int packed_input;
1862 unsigned int attributes;
1866 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1867 maintain state information between multiple codes */
1868 typedef struct SHADER_PARSE_STATE {
1869 unsigned int current_row;
1870 DWORD texcoord_w[2];
1871 } SHADER_PARSE_STATE;
1874 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1876 #define PRINTF_ATTR(fmt,args)
1879 /* Base Shader utility functions.
1880 * (may move callers into the same file in the future) */
1881 extern int shader_addline(
1882 SHADER_BUFFER* buffer,
1883 const char* fmt, ...) PRINTF_ATTR(2,3);
1885 extern const SHADER_OPCODE* shader_get_opcode(
1886 IWineD3DBaseShader *iface,
1889 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1891 /* Vertex shader utility functions */
1892 extern BOOL vshader_get_input(
1893 IWineD3DVertexShader* iface,
1894 BYTE usage_req, BYTE usage_idx_req,
1895 unsigned int* regnum);
1897 extern BOOL vshader_input_is_color(
1898 IWineD3DVertexShader* iface,
1899 unsigned int regnum);
1901 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1903 /* ARB_[vertex/fragment]_program helper functions */
1904 extern void shader_arb_load_constants(
1905 IWineD3DDevice* device,
1906 char usePixelShader,
1907 char useVertexShader);
1909 /* ARB shader program Prototypes */
1910 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1912 /* ARB pixel shader prototypes */
1913 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1914 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1917 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1918 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1919 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1920 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1921 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1922 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1923 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1924 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1925 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1926 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1927 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1928 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1929 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1930 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1931 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1932 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1933 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1934 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1935 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1937 /* ARB vertex / pixel shader common prototypes */
1938 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1939 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1940 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1942 /* ARB vertex shader prototypes */
1943 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1944 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1946 /* GLSL helper functions */
1947 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1948 extern void shader_glsl_load_constants(
1949 IWineD3DDevice* device,
1950 char usePixelShader,
1951 char useVertexShader);
1953 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1954 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1955 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1956 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1957 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1958 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1959 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1960 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1961 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1962 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1963 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1964 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1965 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1966 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1967 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1968 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1969 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1970 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1971 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1972 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1973 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1974 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1975 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1976 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1977 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1978 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1979 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1980 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1981 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1982 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1983 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1984 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1985 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1986 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1987 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1989 /** GLSL Pixel Shader Prototypes */
1990 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_glsl_input_pack(
2011 SHADER_BUFFER* buffer,
2012 semantic* semantics_out,
2013 IWineD3DPixelShader *iface);
2015 /*****************************************************************************
2016 * IDirect3DBaseShader implementation structure
2018 typedef struct IWineD3DBaseShaderClass
2022 SHADER_LIMITS limits;
2023 SHADER_PARSE_STATE parse_state;
2024 CONST SHADER_OPCODE *shader_ins;
2026 UINT functionLength;
2029 UINT cur_loop_depth, cur_loop_regno;
2030 BOOL load_local_constsF;
2032 /* Type of shader backend */
2035 /* Programs this shader is linked with */
2036 struct list linked_programs;
2038 /* Immediate constants (override global ones) */
2039 struct list constantsB;
2040 struct list constantsF;
2041 struct list constantsI;
2042 shader_reg_maps reg_maps;
2044 /* Pixel formats of sampled textures, for format conversion. This
2045 * represents the formats found during compilation, it is not initialized
2046 * on the first parser pass. It is needed to check if the shader
2047 * needs recompilation to adjust the format conversion
2049 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2050 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2051 UINT num_sampled_samplers;
2053 UINT recompile_count;
2055 /* Pointer to the parent device */
2056 IWineD3DDevice *device;
2057 struct list shader_list_entry;
2059 } IWineD3DBaseShaderClass;
2061 typedef struct IWineD3DBaseShaderImpl {
2063 const IWineD3DBaseShaderVtbl *lpVtbl;
2065 /* IWineD3DBaseShader */
2066 IWineD3DBaseShaderClass baseShader;
2067 } IWineD3DBaseShaderImpl;
2069 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2070 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2071 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2073 extern HRESULT shader_get_registers_used(
2074 IWineD3DBaseShader *iface,
2075 shader_reg_maps* reg_maps,
2076 semantic* semantics_in,
2077 semantic* semantics_out,
2078 CONST DWORD* pToken,
2079 IWineD3DStateBlockImpl *stateBlock);
2081 extern void shader_generate_glsl_declarations(
2082 IWineD3DBaseShader *iface,
2083 shader_reg_maps* reg_maps,
2084 SHADER_BUFFER* buffer,
2085 WineD3D_GL_Info* gl_info);
2087 extern void shader_generate_arb_declarations(
2088 IWineD3DBaseShader *iface,
2089 shader_reg_maps* reg_maps,
2090 SHADER_BUFFER* buffer,
2091 WineD3D_GL_Info* gl_info);
2093 extern void shader_generate_main(
2094 IWineD3DBaseShader *iface,
2095 SHADER_BUFFER* buffer,
2096 shader_reg_maps* reg_maps,
2097 CONST DWORD* pFunction);
2099 extern void shader_dump_ins_modifiers(
2100 const DWORD output);
2102 extern void shader_dump_param(
2103 IWineD3DBaseShader *iface,
2105 const DWORD addr_token,
2108 extern void shader_trace_init(
2109 IWineD3DBaseShader *iface,
2110 const DWORD* pFunction);
2112 extern int shader_get_param(
2113 IWineD3DBaseShader* iface,
2114 const DWORD* pToken,
2118 extern int shader_skip_unrecognized(
2119 IWineD3DBaseShader* iface,
2120 const DWORD* pToken);
2122 extern void print_glsl_info_log(
2123 WineD3D_GL_Info *gl_info,
2126 static inline int shader_get_regtype(const DWORD param) {
2127 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2128 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2131 static inline int shader_get_writemask(const DWORD param) {
2132 return param & WINED3DSP_WRITEMASK_ALL;
2135 extern unsigned int shader_get_float_offset(const DWORD reg);
2137 static inline BOOL shader_is_pshader_version(DWORD token) {
2138 return 0xFFFF0000 == (token & 0xFFFF0000);
2141 static inline BOOL shader_is_vshader_version(DWORD token) {
2142 return 0xFFFE0000 == (token & 0xFFFF0000);
2145 static inline BOOL shader_is_comment(DWORD token) {
2146 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2149 static inline BOOL shader_is_scalar(DWORD param) {
2150 DWORD reg_type = shader_get_regtype(param);
2154 case WINED3DSPR_RASTOUT:
2155 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2162 case WINED3DSPR_DEPTHOUT: /* oDepth */
2163 case WINED3DSPR_CONSTBOOL: /* b# */
2164 case WINED3DSPR_LOOP: /* aL */
2165 case WINED3DSPR_PREDICATE: /* p0 */
2168 case WINED3DSPR_MISCTYPE:
2169 reg_num = param & WINED3DSP_REGNUM_MASK;
2184 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2185 local_constant* lconst;
2187 if(This->baseShader.load_local_constsF) return FALSE;
2188 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2189 if(lconst->idx == reg) return TRUE;
2195 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2196 * so upload them above that
2198 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2199 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2201 /*****************************************************************************
2202 * IDirect3DVertexShader implementation structure
2204 typedef struct IWineD3DVertexShaderImpl {
2206 const IWineD3DVertexShaderVtbl *lpVtbl;
2208 /* IWineD3DBaseShader */
2209 IWineD3DBaseShaderClass baseShader;
2211 /* IWineD3DVertexShaderImpl */
2216 /* Vertex shader input and output semantics */
2217 semantic semantics_in [MAX_ATTRIBS];
2218 semantic semantics_out [MAX_REG_OUTPUT];
2220 /* Ordered array of attributes that are swizzled */
2221 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2222 UINT num_swizzled_attribs;
2224 /* run time datas... */
2226 UINT min_rel_offset, max_rel_offset;
2229 UINT recompile_count;
2230 #if 0 /* needs reworking */
2231 /* run time datas */
2232 VSHADERINPUTDATA input;
2233 VSHADEROUTPUTDATA output;
2235 } IWineD3DVertexShaderImpl;
2236 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2237 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2239 /*****************************************************************************
2240 * IDirect3DPixelShader implementation structure
2243 enum vertexprocessing_mode {
2249 struct stb_const_desc {
2254 typedef struct IWineD3DPixelShaderImpl {
2255 /* IUnknown parts */
2256 const IWineD3DPixelShaderVtbl *lpVtbl;
2258 /* IWineD3DBaseShader */
2259 IWineD3DBaseShaderClass baseShader;
2261 /* IWineD3DPixelShaderImpl */
2264 /* Pixel shader input semantics */
2265 semantic semantics_in [MAX_REG_INPUT];
2266 DWORD input_reg_map[MAX_REG_INPUT];
2267 BOOL input_reg_used[MAX_REG_INPUT];
2272 /* Some information about the shader behavior */
2273 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2274 char numbumpenvmatconsts;
2275 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2277 char srgb_mode_hardcoded;
2278 UINT srgb_low_const;
2279 UINT srgb_cmp_const;
2281 BOOL render_offscreen;
2283 enum vertexprocessing_mode vertexprocessing;
2285 #if 0 /* needs reworking */
2286 PSHADERINPUTDATA input;
2287 PSHADEROUTPUTDATA output;
2289 } IWineD3DPixelShaderImpl;
2291 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2292 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2294 /* sRGB correction constants */
2295 static const float srgb_cmp = 0.0031308;
2296 static const float srgb_mul_low = 12.92;
2297 static const float srgb_pow = 0.41666;
2298 static const float srgb_mul_high = 1.055;
2299 static const float srgb_sub_high = 0.055;
2301 /*****************************************************************************
2302 * IWineD3DPalette implementation structure
2304 struct IWineD3DPaletteImpl {
2305 /* IUnknown parts */
2306 const IWineD3DPaletteVtbl *lpVtbl;
2310 IWineD3DDeviceImpl *wineD3DDevice;
2312 /* IWineD3DPalette */
2314 WORD palVersion; /*| */
2315 WORD palNumEntries; /*| LOGPALETTE */
2316 PALETTEENTRY palents[256]; /*| */
2317 /* This is to store the palette in 'screen format' */
2318 int screen_palents[256];
2322 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2323 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2325 /* DirectDraw utility functions */
2326 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2328 /*****************************************************************************
2329 * Pixel format management
2332 WINED3DFORMAT format;
2333 DWORD alphaMask, redMask, greenMask, blueMask;
2335 short depthSize, stencilSize;
2337 } StaticPixelFormatDesc;
2339 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2340 WineD3D_GL_Info *gl_info,
2341 const GlPixelFormatDesc **glDesc);
2343 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2344 return (device->vs_selected_mode != SHADER_NONE
2345 && device->stateBlock->vertexShader
2346 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2347 && !device->strided_streams.u.s.position_transformed);
2350 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2351 return (device->ps_selected_mode != SHADER_NONE
2352 && device->stateBlock->pixelShader
2353 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2356 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2357 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);