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 "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
177 #define SHADER_GLSL 2
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
188 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
189 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
191 /* NOTE: When adding fields to this structure, make sure to update the default
192 * values in wined3d_main.c as well. */
193 typedef struct wined3d_settings_s {
194 /* vertex and pixel shader modes */
198 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
199 we should use it. However, until it's fully implemented, we'll leave it as a registry
200 setting for developers. */
202 int offscreen_rendering_mode;
203 int rendertargetlock_mode;
204 unsigned short pci_vendor_id;
205 unsigned short pci_device_id;
206 /* Memory tracking and object counting */
207 unsigned int emulated_textureram;
209 int allow_multisampling;
210 } wined3d_settings_t;
212 extern wined3d_settings_t wined3d_settings;
214 /* Shader backends */
215 struct SHADER_OPCODE_ARG;
217 #define SHADER_PGMSIZE 65535
218 typedef struct SHADER_BUFFER {
225 enum WINED3D_SHADER_INSTRUCTION_HANDLER
294 WINED3DSIH_TEXDP3TEX,
298 WINED3DSIH_TEXM3x2DEPTH,
299 WINED3DSIH_TEXM3x2PAD,
300 WINED3DSIH_TEXM3x2TEX,
302 WINED3DSIH_TEXM3x3DIFF,
303 WINED3DSIH_TEXM3x3PAD,
304 WINED3DSIH_TEXM3x3SPEC,
305 WINED3DSIH_TEXM3x3TEX,
306 WINED3DSIH_TEXM3x3VSPEC,
307 WINED3DSIH_TEXREG2AR,
308 WINED3DSIH_TEXREG2GB,
309 WINED3DSIH_TEXREG2RGB,
310 WINED3DSIH_TABLE_SIZE
313 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
316 DWORD VertexShaderVersion;
317 DWORD MaxVertexShaderConst;
319 DWORD PixelShaderVersion;
320 float PixelShader1xMaxValue;
322 WINED3DVSHADERCAPS2_0 VS20Caps;
323 WINED3DPSHADERCAPS2_0 PS20Caps;
325 DWORD MaxVShaderInstructionsExecuted;
326 DWORD MaxPShaderInstructionsExecuted;
327 DWORD MaxVertexShader30InstructionSlots;
328 DWORD MaxPixelShader30InstructionSlots;
342 const SHADER_HANDLER *shader_instruction_handler_table;
343 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
344 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
345 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
346 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
347 void (*shader_cleanup)(IWineD3DDevice *iface);
348 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
349 void (*shader_destroy)(IWineD3DBaseShader *iface);
350 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
351 void (*shader_free_private)(IWineD3DDevice *iface);
352 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
353 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
354 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
355 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
356 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
359 extern const shader_backend_t glsl_shader_backend;
360 extern const shader_backend_t arb_program_shader_backend;
361 extern const shader_backend_t none_shader_backend;
365 extern void (*wine_tsx11_lock_ptr)(void);
366 extern void (*wine_tsx11_unlock_ptr)(void);
368 /* As GLX relies on X, this is needed */
372 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
373 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
375 #define ENTER_GL() wine_tsx11_lock_ptr()
376 #define LEAVE_GL() wine_tsx11_unlock_ptr()
379 /*****************************************************************************
383 /* GL related defines */
384 /* ------------------ */
385 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
386 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
387 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
388 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
390 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
391 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
392 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
393 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
395 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
396 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
397 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
398 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
400 #define D3DCOLORTOGLFLOAT4(dw, vec) \
401 (vec)[0] = D3DCOLOR_R(dw); \
402 (vec)[1] = D3DCOLOR_G(dw); \
403 (vec)[2] = D3DCOLOR_B(dw); \
404 (vec)[3] = D3DCOLOR_A(dw);
406 /* DirectX Device Limits */
407 /* --------------------- */
408 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
410 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
411 See MaxStreams in MSDN under GetDeviceCaps */
412 /* Maximum number of constants provided to the shaders */
413 #define HIGHEST_TRANSFORMSTATE 512
414 /* Highest value in WINED3DTRANSFORMSTATETYPE */
416 /* Checking of API calls */
417 /* --------------------- */
418 #define checkGLcall(A) \
420 GLint err = glGetError(); \
421 if (err == GL_NO_ERROR) { \
422 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
425 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
426 debug_glerror(err), err, A, __FILE__, __LINE__); \
427 err = glGetError(); \
428 } while (err != GL_NO_ERROR); \
431 /* Trace routines / diagnostics */
432 /* ---------------------------- */
434 /* Dump out a matrix and copy it */
435 #define conv_mat(mat,gl_mat) \
437 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
438 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
439 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
440 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
441 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
444 /* Macro to dump out the current state of the light chain */
445 #define DUMP_LIGHT_CHAIN() \
447 PLIGHTINFOEL *el = This->stateBlock->lights;\
449 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
454 /* Trace vector and strided data information */
455 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
456 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
457 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);
459 /* Defines used for optimizations */
461 /* Only reapply what is necessary */
462 #define REAPPLY_ALPHAOP 0x0001
463 #define REAPPLY_ALL 0xFFFF
465 /* Advance declaration of structures to satisfy compiler */
466 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
467 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
468 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
469 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
471 /* Global variables */
472 extern const float identity[16];
474 /*****************************************************************************
475 * Compilable extra diagnostics
478 /* Trace information per-vertex: (extremely high amount of trace) */
479 #if 0 /* NOTE: Must be 0 in cvs */
480 # define VTRACE(A) TRACE A
485 /* Checking of per-vertex related GL calls */
486 /* --------------------- */
487 #define vcheckGLcall(A) \
489 GLint err = glGetError(); \
490 if (err == GL_NO_ERROR) { \
491 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
494 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
495 debug_glerror(err), err, A, __FILE__, __LINE__); \
496 err = glGetError(); \
497 } while (err != GL_NO_ERROR); \
500 /* TODO: Confirm each of these works when wined3d move completed */
501 #if 0 /* NOTE: Must be 0 in cvs */
502 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
503 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
504 is enabled, and if it doesn't exist it is disabled. */
505 # define FRAME_DEBUGGING
506 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
507 the file is deleted */
508 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
509 # define SINGLE_FRAME_DEBUGGING
511 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
512 It can only be enabled when FRAME_DEBUGGING is also enabled
513 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
515 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
516 # define SHOW_FRAME_MAKEUP 1
518 /* The following, when enabled, lets you see the makeup of the all the textures used during each
519 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
520 The contents of the textures assigned to each stage are written into
521 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
522 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
523 # define SHOW_TEXTURE_MAKEUP 0
526 extern BOOL isDumpingFrames;
527 extern LONG primCounter;
530 /*****************************************************************************
534 /* Routine common to the draw primitive and draw indexed primitive routines */
535 void drawPrimitive(IWineD3DDevice *iface,
539 long StartVertexIndex,
540 UINT numberOfVertices,
546 void primitiveDeclarationConvertToStridedData(
547 IWineD3DDevice *iface,
548 BOOL useVertexShaderFunction,
549 WineDirect3DVertexStridedData *strided,
552 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
554 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
555 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
556 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
557 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
558 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
559 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
560 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
561 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
565 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
566 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
568 /* Routines and structures related to state management */
569 typedef struct WineD3DContext WineD3DContext;
570 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
572 #define STATE_RENDER(a) (a)
573 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
575 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
576 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
578 /* + 1 because samplers start with 0 */
579 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
580 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
582 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
583 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
585 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
586 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
588 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
589 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
590 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
591 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
593 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
594 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
596 #define STATE_VSHADER (STATE_VDECL + 1)
597 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
599 #define STATE_VIEWPORT (STATE_VSHADER + 1)
600 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
602 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
603 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
604 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
605 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
607 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
608 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
610 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
611 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
613 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
614 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
616 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
618 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
620 #define STATE_HIGHEST (STATE_FRONTFACE)
624 DWORD representative;
625 APPLYSTATEFUNC apply;
628 struct StateEntryTemplate
631 struct StateEntry content;
632 GL_SupportedExt extension;
635 struct fragment_caps {
636 DWORD PrimitiveMiscCaps;
639 DWORD MaxTextureBlendStages;
640 DWORD MaxSimultaneousTextures;
643 struct fragment_pipeline {
644 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
645 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
646 HRESULT (*alloc_private)(IWineD3DDevice *iface);
647 void (*free_private)(IWineD3DDevice *iface);
648 BOOL (*conv_supported)(WINED3DFORMAT conv);
649 const struct StateEntryTemplate *states;
650 BOOL ffp_proj_control;
653 extern const struct StateEntryTemplate misc_state_template[];
654 extern const struct StateEntryTemplate ffp_vertexstate_template[];
655 extern const struct fragment_pipeline ffp_fragment_pipeline;
656 extern const struct fragment_pipeline atifs_fragment_pipeline;
657 extern const struct fragment_pipeline arbfp_fragment_pipeline;
658 extern const struct fragment_pipeline nvts_fragment_pipeline;
659 extern const struct fragment_pipeline nvrc_fragment_pipeline;
661 /* "Base" state table */
662 void compile_state_table(struct StateEntry *StateTable,
663 APPLYSTATEFUNC **dev_multistate_funcs,
664 WineD3D_GL_Info *gl_info,
665 const struct StateEntryTemplate *vertex,
666 const struct fragment_pipeline *fragment,
667 const struct StateEntryTemplate *misc);
669 /* Shaders for color conversions in blits */
671 HRESULT (*alloc_private)(IWineD3DDevice *iface);
672 void (*free_private)(IWineD3DDevice *iface);
673 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
674 void (*unset_shader)(IWineD3DDevice *iface);
675 BOOL (*conv_supported)(WINED3DFORMAT conv);
678 extern const struct blit_shader ffp_blit;
679 extern const struct blit_shader arbfp_blit;
681 /* The new context manager that should deal with onscreen and offscreen rendering */
682 struct WineD3DContext {
683 /* State dirtification
684 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
685 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
686 * 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
687 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
689 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
690 DWORD numDirtyEntries;
691 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
693 IWineD3DSurface *surface;
694 DWORD tid; /* Thread ID which owns this context at the moment */
696 /* Stores some information about the context state for optimization */
697 BOOL draw_buffer_dirty;
698 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
699 BOOL last_was_pshader;
700 BOOL last_was_vshader;
701 BOOL last_was_foggy_shader;
702 BOOL namedArraysLoaded, numberedArraysLoaded;
703 BOOL lastWasPow2Texture[MAX_TEXTURES];
704 GLenum tracking_parm; /* Which source is tracking current colour */
705 unsigned char num_untracked_materials;
706 GLenum untracked_materials[2];
707 BOOL last_was_blit, last_was_ckey;
709 char texShaderBumpMap;
712 char *vshader_const_dirty, *pshader_const_dirty;
714 /* The actual opengl context */
723 struct list fbo_list;
724 struct fbo_entry *current_fbo;
729 typedef enum ContextUsage {
730 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
731 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
732 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
733 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
736 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
737 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
738 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
739 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
740 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
741 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
742 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
744 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
745 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
747 /* Macros for doing basic GPU detection based on opengl capabilities */
748 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
749 #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])
750 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
751 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
753 /* Default callbacks for implicit object destruction */
754 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
756 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
758 /*****************************************************************************
759 * Internal representation of a light
761 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
762 struct PLIGHTINFOEL {
763 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
770 /* Converted parms to speed up swapping lights */
779 /* The default light parameters */
780 extern const WINED3DLIGHT WINED3D_default_light;
782 typedef struct WineD3D_PixelFormat
784 int iPixelFormat; /* WGL pixel format */
785 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
786 int redSize, greenSize, blueSize, alphaSize;
787 int depthSize, stencilSize;
789 BOOL pbufferDrawable;
793 } WineD3D_PixelFormat;
795 /* The adapter structure */
796 struct WineD3DAdapter
801 WineD3D_GL_Info gl_info;
803 const char *description;
804 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
806 WineD3D_PixelFormat *cfgs;
807 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
808 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
809 unsigned int UsedTextureRam;
812 extern BOOL InitAdapters(void);
813 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
814 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
816 /*****************************************************************************
817 * High order patch management
819 struct WineD3DRectPatch
823 WineDirect3DVertexStridedData strided;
824 WINED3DRECTPATCH_INFO RectPatchInfo;
826 char has_normals, has_texcoords;
830 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
832 enum projection_types
845 /*****************************************************************************
846 * Fixed function pipeline replacements
848 struct texture_stage_op
850 unsigned cop : 5, aop : 5;
851 #define ARG_UNUSED 0x3f
852 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
853 unsigned tex_type : 3;
854 unsigned dst : 1; /* Total of 32 bits */
855 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
856 unsigned projected : 2;
857 unsigned padding : 12; /* Total of 64 bits */
858 WINED3DFORMAT color_correction;
861 struct ffp_frag_settings {
862 struct texture_stage_op op[MAX_TEXTURES];
869 /* Use an int instead of a char to get dword alignment */
870 unsigned int sRGB_write;
875 struct ffp_frag_settings settings;
878 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
879 struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings);
880 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
881 BOOL ffp_frag_program_key_compare(void *keya, void *keyb);
882 unsigned int ffp_frag_program_key_hash(void *key);
884 /*****************************************************************************
885 * IWineD3D implementation structure
887 typedef struct IWineD3DImpl
889 /* IUnknown fields */
890 const IWineD3DVtbl *lpVtbl;
891 LONG ref; /* Note: Ref counting not required */
893 /* WineD3D Information */
898 extern const IWineD3DVtbl IWineD3D_Vtbl;
900 /* TODO: setup some flags in the registry to enable, disable pbuffer support
901 (since it will break quite a few things until contexts are managed properly!) */
902 extern BOOL pbuffer_support;
903 /* allocate one pbuffer per surface */
904 extern BOOL pbuffer_per_surface;
906 /* A helper function that dumps a resource list */
907 void dumpResources(struct list *list);
909 /*****************************************************************************
910 * IWineD3DDevice implementation structure
912 struct IWineD3DDeviceImpl
914 /* IUnknown fields */
915 const IWineD3DDeviceVtbl *lpVtbl;
916 LONG ref; /* Note: Ref counting not required */
918 /* WineD3D Information */
921 struct WineD3DAdapter *adapter;
923 /* Window styles to restore when switching fullscreen mode */
927 /* X and GL Information */
928 GLint maxConcurrentLights;
929 GLenum offscreenBuffer;
931 /* Selected capabilities */
932 int vs_selected_mode;
933 int ps_selected_mode;
934 const shader_backend_t *shader_backend;
938 struct StateEntry StateTable[STATE_HIGHEST + 1];
939 /* Array of functions for states which are handled by more than one pipeline part */
940 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
941 const struct fragment_pipeline *frag_pipe;
942 const struct blit_shader *blitter;
944 unsigned int max_ffp_textures, max_ffp_texture_stages;
947 BOOL view_ident; /* true iff view matrix is identity */
949 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
950 #define DDRAW_PITCH_ALIGNMENT 8
951 #define D3D8_PITCH_ALIGNMENT 4
952 unsigned char surface_alignment; /* Line Alignment of surfaces */
954 /* State block related */
955 BOOL isRecordingState;
956 IWineD3DStateBlockImpl *stateBlock;
957 IWineD3DStateBlockImpl *updateStateBlock;
960 /* Internal use fields */
961 WINED3DDEVICE_CREATION_PARAMETERS createParms;
963 WINED3DDEVTYPE devType;
965 IWineD3DSwapChain **swapchains;
966 UINT NumberOfSwapChains;
968 struct list resources; /* a linked list to track resources created by the device */
969 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
970 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
972 /* Render Target Support */
973 IWineD3DSurface **render_targets;
974 IWineD3DSurface *auto_depth_stencil_buffer;
975 IWineD3DSurface *stencilBufferTarget;
977 /* Caches to avoid unneeded context changes */
978 IWineD3DSurface *lastActiveRenderTarget;
979 IWineD3DSwapChain *lastActiveSwapChain;
981 /* palettes texture management */
982 UINT NumberOfPalettes;
983 PALETTEENTRY **palettes;
985 UINT paletteConversionShader;
987 /* For rendering to a texture using glCopyTexImage */
988 BOOL render_offscreen;
989 GLenum *draw_buffers;
990 GLuint depth_blt_texture;
995 /* Cursor management */
1001 UINT cursorWidth, cursorHeight;
1002 GLuint cursorTexture;
1003 BOOL haveHardwareCursor;
1004 HCURSOR hardwareCursor;
1006 /* The Wine logo surface */
1007 IWineD3DSurface *logo_surface;
1009 /* Textures for when no other textures are mapped */
1010 UINT dummyTextureName[MAX_TEXTURES];
1012 /* Debug stream management */
1015 /* Device state management */
1017 BOOL d3d_initialized;
1019 /* A flag to check for proper BeginScene / EndScene call pairs */
1022 /* process vertex shaders using software or hardware */
1023 BOOL softwareVertexProcessing;
1025 /* DirectDraw stuff */
1026 DWORD ddraw_width, ddraw_height;
1027 WINED3DFORMAT ddraw_format;
1029 /* Final position fixup constant */
1032 /* With register combiners we can skip junk texture stages */
1033 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1034 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1035 BOOL fixed_function_usage_map[MAX_TEXTURES];
1037 /* Stream source management */
1038 WineDirect3DVertexStridedData strided_streams;
1039 WineDirect3DVertexStridedData *up_strided;
1040 BOOL useDrawStridedSlow;
1043 /* Context management */
1044 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1045 WineD3DContext *activeContext;
1048 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1049 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1051 /* High level patch management */
1052 #define PATCHMAP_SIZE 43
1053 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1054 struct list patches[PATCHMAP_SIZE];
1055 struct WineD3DRectPatch *currentPatch;
1058 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1060 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1061 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1062 float Z, DWORD Stencil);
1063 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1064 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1065 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1066 DWORD idx = state >> 5;
1067 BYTE shift = state & 0x1f;
1068 return context->isStateDirty[idx] & (1 << shift);
1071 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1072 typedef struct PrivateData
1077 DWORD flags; /* DDSPD_* */
1078 DWORD uniqueness_value;
1089 /*****************************************************************************
1090 * IWineD3DResource implementation structure
1092 typedef struct IWineD3DResourceClass
1094 /* IUnknown fields */
1095 LONG ref; /* Note: Ref counting not required */
1097 /* WineD3DResource Information */
1099 WINED3DRESOURCETYPE resourceType;
1100 IWineD3DDeviceImpl *wineD3DDevice;
1104 WINED3DFORMAT format;
1106 BYTE *allocatedMemory; /* Pointer to the real data location */
1107 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1108 struct list privateData;
1109 struct list resource_list_entry;
1111 } IWineD3DResourceClass;
1113 typedef struct IWineD3DResourceImpl
1115 /* IUnknown & WineD3DResource Information */
1116 const IWineD3DResourceVtbl *lpVtbl;
1117 IWineD3DResourceClass resource;
1118 } IWineD3DResourceImpl;
1120 /* Tests show that the start address of resources is 32 byte aligned */
1121 #define RESOURCE_ALIGNMENT 32
1123 /*****************************************************************************
1124 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1126 enum vbo_conversion_type {
1130 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1132 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1133 * fixed function semantics as D3DCOLOR or FLOAT16
1137 typedef struct IWineD3DVertexBufferImpl
1139 /* IUnknown & WineD3DResource Information */
1140 const IWineD3DVertexBufferVtbl *lpVtbl;
1141 IWineD3DResourceClass resource;
1143 /* WineD3DVertexBuffer specifics */
1146 /* Vertex buffer object support */
1153 UINT dirtystart, dirtyend;
1156 LONG declChanges, draws;
1157 /* Last description of the buffer */
1158 DWORD stride; /* 0 if no conversion */
1159 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1161 /* Extra load offsets, for FLOAT16 conversion */
1162 DWORD *conv_shift; /* NULL if no shifted conversion */
1163 DWORD conv_stride; /* 0 if no shifted conversion */
1164 } IWineD3DVertexBufferImpl;
1166 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1168 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1169 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1170 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1171 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1173 /*****************************************************************************
1174 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1176 typedef struct IWineD3DIndexBufferImpl
1178 /* IUnknown & WineD3DResource Information */
1179 const IWineD3DIndexBufferVtbl *lpVtbl;
1180 IWineD3DResourceClass resource;
1183 UINT dirtystart, dirtyend;
1186 /* WineD3DVertexBuffer specifics */
1187 } IWineD3DIndexBufferImpl;
1189 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1191 /*****************************************************************************
1192 * IWineD3DBaseTexture D3D- > openGL state map lookups
1194 #define WINED3DFUNC_NOTSUPPORTED -2
1195 #define WINED3DFUNC_UNIMPLEMENTED -1
1197 typedef enum winetexturestates {
1198 WINED3DTEXSTA_ADDRESSU = 0,
1199 WINED3DTEXSTA_ADDRESSV = 1,
1200 WINED3DTEXSTA_ADDRESSW = 2,
1201 WINED3DTEXSTA_BORDERCOLOR = 3,
1202 WINED3DTEXSTA_MAGFILTER = 4,
1203 WINED3DTEXSTA_MINFILTER = 5,
1204 WINED3DTEXSTA_MIPFILTER = 6,
1205 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1206 WINED3DTEXSTA_MAXANISOTROPY = 8,
1207 WINED3DTEXSTA_SRGBTEXTURE = 9,
1208 WINED3DTEXSTA_ELEMENTINDEX = 10,
1209 WINED3DTEXSTA_DMAPOFFSET = 11,
1210 WINED3DTEXSTA_TSSADDRESSW = 12,
1211 MAX_WINETEXTURESTATES = 13,
1212 } winetexturestates;
1214 /*****************************************************************************
1215 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1217 typedef struct IWineD3DBaseTextureClass
1223 WINED3DTEXTUREFILTERTYPE filterType;
1224 DWORD states[MAX_WINETEXTURESTATES];
1228 UINT srgb_mode_change_count;
1229 WINED3DFORMAT shader_conversion_group;
1230 float pow2Matrix[16];
1231 minMipLookup_t *minMipLookup;
1232 magLookup_t *magLookup;
1233 } IWineD3DBaseTextureClass;
1235 typedef struct IWineD3DBaseTextureImpl
1237 /* IUnknown & WineD3DResource Information */
1238 const IWineD3DBaseTextureVtbl *lpVtbl;
1239 IWineD3DResourceClass resource;
1240 IWineD3DBaseTextureClass baseTexture;
1242 } IWineD3DBaseTextureImpl;
1244 /*****************************************************************************
1245 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1247 typedef struct IWineD3DTextureImpl
1249 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1250 const IWineD3DTextureVtbl *lpVtbl;
1251 IWineD3DResourceClass resource;
1252 IWineD3DBaseTextureClass baseTexture;
1254 /* IWineD3DTexture */
1255 IWineD3DSurface *surfaces[MAX_LEVELS];
1262 } IWineD3DTextureImpl;
1264 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1266 /*****************************************************************************
1267 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1269 typedef struct IWineD3DCubeTextureImpl
1271 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1272 const IWineD3DCubeTextureVtbl *lpVtbl;
1273 IWineD3DResourceClass resource;
1274 IWineD3DBaseTextureClass baseTexture;
1276 /* IWineD3DCubeTexture */
1277 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1280 } IWineD3DCubeTextureImpl;
1282 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1284 typedef struct _WINED3DVOLUMET_DESC
1289 } WINED3DVOLUMET_DESC;
1291 /*****************************************************************************
1292 * IWineD3DVolume implementation structure (extends IUnknown)
1294 typedef struct IWineD3DVolumeImpl
1296 /* IUnknown & WineD3DResource fields */
1297 const IWineD3DVolumeVtbl *lpVtbl;
1298 IWineD3DResourceClass resource;
1300 /* WineD3DVolume Information */
1301 WINED3DVOLUMET_DESC currentDesc;
1302 IWineD3DBase *container;
1307 WINED3DBOX lockedBox;
1308 WINED3DBOX dirtyBox;
1312 } IWineD3DVolumeImpl;
1314 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1316 /*****************************************************************************
1317 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1319 typedef struct IWineD3DVolumeTextureImpl
1321 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1322 const IWineD3DVolumeTextureVtbl *lpVtbl;
1323 IWineD3DResourceClass resource;
1324 IWineD3DBaseTextureClass baseTexture;
1326 /* IWineD3DVolumeTexture */
1327 IWineD3DVolume *volumes[MAX_LEVELS];
1332 } IWineD3DVolumeTextureImpl;
1334 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1336 typedef struct _WINED3DSURFACET_DESC
1338 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1339 DWORD MultiSampleQuality;
1342 } WINED3DSURFACET_DESC;
1344 /*****************************************************************************
1345 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1347 typedef struct wineD3DSurface_DIB {
1353 } wineD3DSurface_DIB;
1360 } renderbuffer_entry_t;
1365 IWineD3DSurface **render_targets;
1366 IWineD3DSurface *depth_stencil;
1371 /*****************************************************************************
1372 * IWineD3DClipp implementation structure
1374 typedef struct IWineD3DClipperImpl
1376 const IWineD3DClipperVtbl *lpVtbl;
1381 } IWineD3DClipperImpl;
1384 /*****************************************************************************
1385 * IWineD3DSurface implementation structure
1387 struct IWineD3DSurfaceImpl
1389 /* IUnknown & IWineD3DResource Information */
1390 const IWineD3DSurfaceVtbl *lpVtbl;
1391 IWineD3DResourceClass resource;
1393 /* IWineD3DSurface fields */
1394 IWineD3DBase *container;
1395 WINED3DSURFACET_DESC currentDesc;
1396 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1397 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1401 /* TODO: move this off into a management class(maybe!) */
1408 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1409 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1411 /* Oversized texture */
1420 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1422 glDescriptor glDescription;
1426 wineD3DSurface_DIB dib;
1429 /* Color keys for DDraw */
1430 WINEDDCOLORKEY DestBltCKey;
1431 WINEDDCOLORKEY DestOverlayCKey;
1432 WINEDDCOLORKEY SrcOverlayCKey;
1433 WINEDDCOLORKEY SrcBltCKey;
1436 WINEDDCOLORKEY glCKey;
1438 struct list renderbuffers;
1439 renderbuffer_entry_t *current_renderbuffer;
1441 /* DirectDraw clippers */
1442 IWineD3DClipper *clipper;
1444 /* DirectDraw Overlay handling */
1445 RECT overlay_srcrect;
1446 RECT overlay_destrect;
1447 IWineD3DSurfaceImpl *overlay_dest;
1448 struct list overlays;
1449 struct list overlay_entry;
1452 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1453 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1455 /* Predeclare the shared Surface functions */
1456 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1457 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1458 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1459 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1460 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1463 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1464 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1465 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1467 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1470 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1471 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1476 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1479 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1480 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1481 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1482 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1483 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1484 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1485 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1486 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1487 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1488 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1489 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1491 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1493 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1494 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1495 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1496 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1498 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1500 /* Surface flags: */
1501 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1502 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1503 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1504 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1505 #define SFLAG_DISCARD 0x00000010 /* ??? */
1506 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1507 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1508 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1509 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1510 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1511 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1512 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1513 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1514 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1515 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1516 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1517 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1518 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1519 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1520 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1521 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1522 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1523 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1525 /* In some conditions the surface memory must not be freed:
1526 * SFLAG_OVERSIZE: Not all data can be kept in GL
1527 * SFLAG_CONVERTED: Converting the data back would take too long
1528 * SFLAG_DIBSECTION: The dib code manages the memory
1529 * SFLAG_LOCKED: The app requires access to the surface data
1530 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1531 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1532 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1533 * SFLAG_CLIENT: OpenGL uses our memory as backup
1535 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1537 SFLAG_DIBSECTION | \
1545 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1549 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1551 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1553 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1558 CONVERT_PALETTED_CK,
1562 CONVERT_CK_4444_ARGB,
1567 CONVERT_CK_8888_ARGB,
1580 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);
1582 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1584 /*****************************************************************************
1585 * IWineD3DVertexDeclaration implementation structure
1587 typedef struct attrib_declaration {
1590 } attrib_declaration;
1592 #define MAX_ATTRIBS 16
1594 typedef struct IWineD3DVertexDeclarationImpl {
1595 /* IUnknown Information */
1596 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1600 IWineD3DDeviceImpl *wineD3DDevice;
1602 WINED3DVERTEXELEMENT *pDeclarationWine;
1604 UINT declarationWNumElements;
1606 DWORD streams[MAX_STREAMS];
1608 BOOL position_transformed;
1609 BOOL half_float_conv_needed;
1611 /* Ordered array of declaration types that need swizzling in a vshader */
1612 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1613 UINT num_swizzled_attribs;
1614 } IWineD3DVertexDeclarationImpl;
1616 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1618 /*****************************************************************************
1619 * IWineD3DStateBlock implementation structure
1622 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1623 /* Note: Very long winded but gl Lists are not flexible enough */
1624 /* to resolve everything we need, so doing it manually for now */
1625 typedef struct SAVEDSTATES {
1629 BOOL streamSource[MAX_STREAMS];
1630 BOOL streamFreq[MAX_STREAMS];
1631 BOOL textures[MAX_COMBINED_SAMPLERS];
1632 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1634 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1635 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1636 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1637 BOOL clipplane[MAX_CLIPPLANES];
1640 BOOL pixelShaderConstantsB[MAX_CONST_B];
1641 BOOL pixelShaderConstantsI[MAX_CONST_I];
1642 BOOL *pixelShaderConstantsF;
1644 BOOL vertexShaderConstantsB[MAX_CONST_B];
1645 BOOL vertexShaderConstantsI[MAX_CONST_I];
1646 BOOL *vertexShaderConstantsF;
1661 struct IWineD3DStateBlockImpl
1663 /* IUnknown fields */
1664 const IWineD3DStateBlockVtbl *lpVtbl;
1665 LONG ref; /* Note: Ref counting not required */
1667 /* IWineD3DStateBlock information */
1669 IWineD3DDeviceImpl *wineD3DDevice;
1670 WINED3DSTATEBLOCKTYPE blockType;
1672 /* Array indicating whether things have been set or changed */
1673 SAVEDSTATES changed;
1674 struct list set_vconstantsF;
1675 struct list set_pconstantsF;
1677 /* Drawing - Vertex Shader or FVF related */
1679 /* Vertex Shader Declaration */
1680 IWineD3DVertexDeclaration *vertexDecl;
1682 IWineD3DVertexShader *vertexShader;
1684 /* Vertex Shader Constants */
1685 BOOL vertexShaderConstantB[MAX_CONST_B];
1686 INT vertexShaderConstantI[MAX_CONST_I * 4];
1687 float *vertexShaderConstantF;
1691 UINT streamStride[MAX_STREAMS];
1692 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1693 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1694 UINT streamFreq[MAX_STREAMS + 1];
1695 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1698 IWineD3DIndexBuffer* pIndexData;
1699 INT baseVertexIndex;
1700 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1703 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1705 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1706 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1707 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1708 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1709 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1712 double clipplane[MAX_CLIPPLANES][4];
1713 WINED3DCLIPSTATUS clip_status;
1716 WINED3DVIEWPORT viewport;
1719 WINED3DMATERIAL material;
1722 IWineD3DPixelShader *pixelShader;
1724 /* Pixel Shader Constants */
1725 BOOL pixelShaderConstantB[MAX_CONST_B];
1726 INT pixelShaderConstantI[MAX_CONST_I * 4];
1727 float *pixelShaderConstantF;
1730 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1733 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1734 int textureDimensions[MAX_COMBINED_SAMPLERS];
1736 /* Texture State Stage */
1737 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1738 DWORD lowest_disabled_stage;
1739 /* Sampler States */
1740 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1742 /* Scissor test rectangle */
1745 /* Contained state management */
1746 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1747 unsigned int num_contained_render_states;
1748 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1749 unsigned int num_contained_transform_states;
1750 DWORD contained_vs_consts_i[MAX_CONST_I];
1751 unsigned int num_contained_vs_consts_i;
1752 DWORD contained_vs_consts_b[MAX_CONST_B];
1753 unsigned int num_contained_vs_consts_b;
1754 DWORD *contained_vs_consts_f;
1755 unsigned int num_contained_vs_consts_f;
1756 DWORD contained_ps_consts_i[MAX_CONST_I];
1757 unsigned int num_contained_ps_consts_i;
1758 DWORD contained_ps_consts_b[MAX_CONST_B];
1759 unsigned int num_contained_ps_consts_b;
1760 DWORD *contained_ps_consts_f;
1761 unsigned int num_contained_ps_consts_f;
1762 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1763 unsigned int num_contained_tss_states;
1764 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1765 unsigned int num_contained_sampler_states;
1768 extern void stateblock_savedstates_set(
1769 IWineD3DStateBlock* iface,
1770 SAVEDSTATES* states,
1773 extern void stateblock_savedstates_copy(
1774 IWineD3DStateBlock* iface,
1776 SAVEDSTATES* source);
1778 extern void stateblock_copy(
1779 IWineD3DStateBlock* destination,
1780 IWineD3DStateBlock* source);
1782 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1784 /* Direct3D terminology with little modifications. We do not have an issued state
1785 * because only the driver knows about it, but we have a created state because d3d
1786 * allows GetData on a created issue, but opengl doesn't
1793 /*****************************************************************************
1794 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1796 typedef struct IWineD3DQueryImpl
1798 const IWineD3DQueryVtbl *lpVtbl;
1799 LONG ref; /* Note: Ref counting not required */
1802 /*TODO: replace with iface usage */
1804 IWineD3DDevice *wineD3DDevice;
1806 IWineD3DDeviceImpl *wineD3DDevice;
1809 /* IWineD3DQuery fields */
1810 enum query_state state;
1811 WINED3DQUERYTYPE type;
1812 /* TODO: Think about using a IUnknown instead of a void* */
1816 } IWineD3DQueryImpl;
1818 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1819 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1820 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1822 /* Datastructures for IWineD3DQueryImpl.extendedData */
1823 typedef struct WineQueryOcclusionData {
1825 WineD3DContext *ctx;
1826 } WineQueryOcclusionData;
1828 typedef struct WineQueryEventData {
1830 WineD3DContext *ctx;
1831 } WineQueryEventData;
1833 /*****************************************************************************
1834 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1837 typedef struct IWineD3DSwapChainImpl
1840 const IWineD3DSwapChainVtbl *lpVtbl;
1841 LONG ref; /* Note: Ref counting not required */
1844 IWineD3DDeviceImpl *wineD3DDevice;
1846 /* IWineD3DSwapChain fields */
1847 IWineD3DSurface **backBuffer;
1848 IWineD3DSurface *frontBuffer;
1849 WINED3DPRESENT_PARAMETERS presentParms;
1850 DWORD orig_width, orig_height;
1851 WINED3DFORMAT orig_fmt;
1852 WINED3DGAMMARAMP orig_gamma;
1854 long prev_time, frames; /* Performance tracking */
1855 unsigned int vSyncCounter;
1857 WineD3DContext **context; /* Later a array for multithreading */
1858 unsigned int num_contexts;
1861 } IWineD3DSwapChainImpl;
1863 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1864 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1865 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1868 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1869 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1870 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1871 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1872 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1873 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1874 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1875 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1876 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1877 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1878 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1880 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1882 /*****************************************************************************
1883 * Utility function prototypes
1886 /* Trace routines */
1887 const char* debug_d3dformat(WINED3DFORMAT fmt);
1888 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1889 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1890 const char* debug_d3dusage(DWORD usage);
1891 const char* debug_d3dusagequery(DWORD usagequery);
1892 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1893 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1894 const char* debug_d3ddeclusage(BYTE usage);
1895 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1896 const char* debug_d3drenderstate(DWORD state);
1897 const char* debug_d3dsamplerstate(DWORD state);
1898 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1899 const char* debug_d3dtexturestate(DWORD state);
1900 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1901 const char* debug_d3dpool(WINED3DPOOL pool);
1902 const char *debug_fbostatus(GLenum status);
1903 const char *debug_glerror(GLenum error);
1904 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1905 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1906 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1908 /* Routines for GL <-> D3D values */
1909 GLenum StencilOp(DWORD op);
1910 GLenum CompareFunc(DWORD func);
1911 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1912 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);
1913 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1914 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1915 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1916 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1917 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1919 void surface_force_reload(IWineD3DSurface *iface);
1920 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1921 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1922 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1923 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1924 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
1925 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
1927 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1928 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1931 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1932 unsigned int count_bits(unsigned int mask);
1934 /*****************************************************************************
1935 * To enable calling of inherited functions, requires prototypes
1937 * Note: Only require classes which are subclassed, ie resource, basetexture,
1939 /*** IUnknown methods ***/
1940 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1941 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1942 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1943 /*** IWineD3DResource methods ***/
1944 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1945 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1946 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1947 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1948 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1949 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1950 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1951 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1952 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1953 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1954 /*** class static members ***/
1955 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1957 /*** IUnknown methods ***/
1958 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1959 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1960 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1961 /*** IWineD3DResource methods ***/
1962 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1963 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1964 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1965 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1966 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1967 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1968 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1969 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1970 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1971 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1972 /*** IWineD3DBaseTexture methods ***/
1973 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1974 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1975 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1976 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1977 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1978 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1979 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1980 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1982 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1983 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1984 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1985 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1986 /*** class static members ***/
1987 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1990 /* TODO: Make this dynamic, based on shader limits ? */
1991 #define MAX_REG_ADDR 1
1992 #define MAX_REG_TEMP 32
1993 #define MAX_REG_TEXCRD 8
1994 #define MAX_REG_INPUT 12
1995 #define MAX_REG_OUTPUT 12
1996 #define MAX_CONST_I 16
1997 #define MAX_CONST_B 16
1999 /* FIXME: This needs to go up to 2048 for
2000 * Shader model 3 according to msdn (and for software shaders) */
2001 #define MAX_LABELS 16
2003 typedef struct semantic {
2008 typedef struct local_constant {
2014 typedef struct shader_reg_maps {
2016 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2017 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2018 char address[MAX_REG_ADDR]; /* vertex */
2019 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2020 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2021 char attributes[MAX_ATTRIBS]; /* vertex */
2022 char labels[MAX_LABELS]; /* pixel, vertex */
2023 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2025 /* Sampler usage tokens
2026 * Use 0 as default (bit 31 is always 1 on a valid token) */
2027 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2028 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2029 char usesnrm, vpos, usesdsy;
2032 /* Whether or not loops are used in this shader, and nesting depth */
2033 unsigned loop_depth;
2035 /* Whether or not this shader uses fog */
2040 /* Undocumented opcode controls */
2041 #define INST_CONTROLS_SHIFT 16
2042 #define INST_CONTROLS_MASK 0x00ff0000
2044 typedef enum COMPARISON_TYPE {
2053 typedef struct SHADER_OPCODE {
2054 unsigned int opcode;
2058 CONST UINT num_params;
2059 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2064 typedef struct SHADER_OPCODE_ARG {
2065 IWineD3DBaseShader* shader;
2066 shader_reg_maps* reg_maps;
2067 CONST SHADER_OPCODE* opcode;
2074 SHADER_BUFFER* buffer;
2075 } SHADER_OPCODE_ARG;
2077 typedef struct SHADER_LIMITS {
2078 unsigned int temporary;
2079 unsigned int texcoord;
2080 unsigned int sampler;
2081 unsigned int constant_int;
2082 unsigned int constant_float;
2083 unsigned int constant_bool;
2084 unsigned int address;
2085 unsigned int packed_output;
2086 unsigned int packed_input;
2087 unsigned int attributes;
2091 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2092 maintain state information between multiple codes */
2093 typedef struct SHADER_PARSE_STATE {
2094 unsigned int current_row;
2095 DWORD texcoord_w[2];
2096 } SHADER_PARSE_STATE;
2099 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2101 #define PRINTF_ATTR(fmt,args)
2104 /* Base Shader utility functions.
2105 * (may move callers into the same file in the future) */
2106 extern int shader_addline(
2107 SHADER_BUFFER* buffer,
2108 const char* fmt, ...) PRINTF_ATTR(2,3);
2110 extern const SHADER_OPCODE* shader_get_opcode(
2111 IWineD3DBaseShader *iface,
2114 /* Vertex shader utility functions */
2115 extern BOOL vshader_get_input(
2116 IWineD3DVertexShader* iface,
2117 BYTE usage_req, BYTE usage_idx_req,
2118 unsigned int* regnum);
2120 extern BOOL vshader_input_is_color(
2121 IWineD3DVertexShader* iface,
2122 unsigned int regnum);
2124 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2126 /* GLSL helper functions */
2127 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2129 /*****************************************************************************
2130 * IDirect3DBaseShader implementation structure
2132 typedef struct IWineD3DBaseShaderClass
2136 SHADER_LIMITS limits;
2137 SHADER_PARSE_STATE parse_state;
2138 CONST SHADER_OPCODE *shader_ins;
2140 UINT functionLength;
2143 UINT cur_loop_depth, cur_loop_regno;
2144 BOOL load_local_constsF;
2146 /* Type of shader backend */
2149 /* Programs this shader is linked with */
2150 struct list linked_programs;
2152 /* Immediate constants (override global ones) */
2153 struct list constantsB;
2154 struct list constantsF;
2155 struct list constantsI;
2156 shader_reg_maps reg_maps;
2158 /* Pixel formats of sampled textures, for format conversion. This
2159 * represents the formats found during compilation, it is not initialized
2160 * on the first parser pass. It is needed to check if the shader
2161 * needs recompilation to adjust the format conversion
2163 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2164 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2165 UINT num_sampled_samplers;
2167 UINT recompile_count;
2169 /* Pointer to the parent device */
2170 IWineD3DDevice *device;
2171 struct list shader_list_entry;
2173 } IWineD3DBaseShaderClass;
2175 typedef struct IWineD3DBaseShaderImpl {
2177 const IWineD3DBaseShaderVtbl *lpVtbl;
2179 /* IWineD3DBaseShader */
2180 IWineD3DBaseShaderClass baseShader;
2181 } IWineD3DBaseShaderImpl;
2183 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2184 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2185 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2187 extern HRESULT shader_get_registers_used(
2188 IWineD3DBaseShader *iface,
2189 shader_reg_maps* reg_maps,
2190 semantic* semantics_in,
2191 semantic* semantics_out,
2192 CONST DWORD* pToken,
2193 IWineD3DStateBlockImpl *stateBlock);
2195 extern void shader_generate_main(
2196 IWineD3DBaseShader *iface,
2197 SHADER_BUFFER* buffer,
2198 shader_reg_maps* reg_maps,
2199 CONST DWORD* pFunction);
2201 extern void shader_dump_ins_modifiers(
2202 const DWORD output);
2204 extern void shader_dump_param(
2205 IWineD3DBaseShader *iface,
2207 const DWORD addr_token,
2210 extern void shader_trace_init(
2211 IWineD3DBaseShader *iface,
2212 const DWORD* pFunction);
2214 extern int shader_get_param(
2215 IWineD3DBaseShader* iface,
2216 const DWORD* pToken,
2220 extern int shader_skip_unrecognized(
2221 IWineD3DBaseShader* iface,
2222 const DWORD* pToken);
2224 static inline int shader_get_regtype(const DWORD param) {
2225 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2226 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2229 static inline int shader_get_writemask(const DWORD param) {
2230 return param & WINED3DSP_WRITEMASK_ALL;
2233 extern unsigned int shader_get_float_offset(const DWORD reg);
2235 static inline BOOL shader_is_pshader_version(DWORD token) {
2236 return 0xFFFF0000 == (token & 0xFFFF0000);
2239 static inline BOOL shader_is_vshader_version(DWORD token) {
2240 return 0xFFFE0000 == (token & 0xFFFF0000);
2243 static inline BOOL shader_is_comment(DWORD token) {
2244 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2247 static inline BOOL shader_is_scalar(DWORD param) {
2248 DWORD reg_type = shader_get_regtype(param);
2252 case WINED3DSPR_RASTOUT:
2253 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2260 case WINED3DSPR_DEPTHOUT: /* oDepth */
2261 case WINED3DSPR_CONSTBOOL: /* b# */
2262 case WINED3DSPR_LOOP: /* aL */
2263 case WINED3DSPR_PREDICATE: /* p0 */
2266 case WINED3DSPR_MISCTYPE:
2267 reg_num = param & WINED3DSP_REGNUM_MASK;
2282 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2283 local_constant* lconst;
2285 if(This->baseShader.load_local_constsF) return FALSE;
2286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2287 if(lconst->idx == reg) return TRUE;
2293 /*****************************************************************************
2294 * IDirect3DVertexShader implementation structure
2296 typedef struct IWineD3DVertexShaderImpl {
2298 const IWineD3DVertexShaderVtbl *lpVtbl;
2300 /* IWineD3DBaseShader */
2301 IWineD3DBaseShaderClass baseShader;
2303 /* IWineD3DVertexShaderImpl */
2308 /* Vertex shader input and output semantics */
2309 semantic semantics_in [MAX_ATTRIBS];
2310 semantic semantics_out [MAX_REG_OUTPUT];
2312 /* Ordered array of attributes that are swizzled */
2313 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2314 UINT num_swizzled_attribs;
2316 UINT min_rel_offset, max_rel_offset;
2319 UINT recompile_count;
2320 } IWineD3DVertexShaderImpl;
2321 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2322 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2323 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2325 /*****************************************************************************
2326 * IDirect3DPixelShader implementation structure
2329 enum vertexprocessing_mode {
2335 struct stb_const_desc {
2340 /* Stateblock dependent parameters which have to be hardcoded
2341 * into the shader code
2343 struct ps_compile_args {
2344 BOOL srgb_correction;
2345 WINED3DFORMAT format_conversion[MAX_FRAGMENT_SAMPLERS];
2346 enum vertexprocessing_mode vp_mode;
2349 typedef struct IWineD3DPixelShaderImpl {
2350 /* IUnknown parts */
2351 const IWineD3DPixelShaderVtbl *lpVtbl;
2353 /* IWineD3DBaseShader */
2354 IWineD3DBaseShaderClass baseShader;
2356 /* IWineD3DPixelShaderImpl */
2359 /* Pixel shader input semantics */
2360 semantic semantics_in [MAX_REG_INPUT];
2361 DWORD input_reg_map[MAX_REG_INPUT];
2362 BOOL input_reg_used[MAX_REG_INPUT];
2363 int declared_in_count;
2365 /* Some information about the shader behavior */
2366 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2367 char numbumpenvmatconsts;
2368 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2370 char srgb_mode_hardcoded;
2371 UINT srgb_low_const;
2372 UINT srgb_cmp_const;
2374 BOOL render_offscreen;
2376 enum vertexprocessing_mode vertexprocessing;
2377 } IWineD3DPixelShaderImpl;
2379 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2380 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2381 HRESULT pixelshader_compile(IWineD3DPixelShader *iface, struct ps_compile_args *args);
2382 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2384 /* sRGB correction constants */
2385 static const float srgb_cmp = 0.0031308;
2386 static const float srgb_mul_low = 12.92;
2387 static const float srgb_pow = 0.41666;
2388 static const float srgb_mul_high = 1.055;
2389 static const float srgb_sub_high = 0.055;
2391 /*****************************************************************************
2392 * IWineD3DPalette implementation structure
2394 struct IWineD3DPaletteImpl {
2395 /* IUnknown parts */
2396 const IWineD3DPaletteVtbl *lpVtbl;
2400 IWineD3DDeviceImpl *wineD3DDevice;
2402 /* IWineD3DPalette */
2404 WORD palVersion; /*| */
2405 WORD palNumEntries; /*| LOGPALETTE */
2406 PALETTEENTRY palents[256]; /*| */
2407 /* This is to store the palette in 'screen format' */
2408 int screen_palents[256];
2412 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2413 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2415 /* DirectDraw utility functions */
2416 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2418 /*****************************************************************************
2419 * Pixel format management
2422 WINED3DFORMAT format;
2423 DWORD alphaMask, redMask, greenMask, blueMask;
2425 short depthSize, stencilSize;
2427 } StaticPixelFormatDesc;
2429 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2430 WineD3D_GL_Info *gl_info,
2431 const GlPixelFormatDesc **glDesc);
2433 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2434 return (device->vs_selected_mode != SHADER_NONE
2435 && device->stateBlock->vertexShader
2436 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2437 && !device->strided_streams.u.s.position_transformed);
2440 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2441 return (device->ps_selected_mode != SHADER_NONE
2442 && device->stateBlock->pixelShader
2443 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2446 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2447 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);