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 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 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated by
133 * bit shifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there.
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in) {
139 const unsigned short s = ((*in) & 0x8000);
140 const unsigned short e = ((*in) & 0x7C00) >> 10;
141 const unsigned short m = (*in) & 0x3FF;
142 const float sgn = (s ? -1.0 : 1.0);
145 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 if(m == 0) return sgn / 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in) {
157 float tmp = fabs(*in);
158 unsigned int mantissa;
161 /* Deal with special numbers */
162 if(*in == 0.0) return 0x0000;
163 if(isnan(*in)) return 0x7C01;
164 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp < pow(2, 10)) {
171 }while(tmp < pow(2, 10));
172 } else if(tmp >= pow(2, 11)) {
177 }while(tmp >= pow(2, 11));
180 mantissa = (unsigned int) tmp;
181 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
183 exp += 10; /* Normalize the mantissa */
184 exp += 15; /* Exponent is encoded with excess 15 */
186 if(exp > 30) { /* too big */
187 ret = 0x7c00; /* INF */
188 } else if(exp <= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
191 mantissa = mantissa >> 1;
194 ret = mantissa & 0x3ff;
196 ret = (exp << 10) | (mantissa & 0x3ff);
199 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
224 #define SHADER_GLSL 2
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
246 int offscreen_rendering_mode;
247 int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram;
251 } wined3d_settings_t;
253 extern wined3d_settings_t wined3d_settings;
255 /* Shader backends */
256 struct SHADER_OPCODE_ARG;
258 #define SHADER_PGMSIZE 65535
259 typedef struct SHADER_BUFFER {
267 DWORD PrimitiveMiscCaps;
270 DWORD MaxTextureBlendStages;
271 DWORD MaxSimultaneousTextures;
273 DWORD VertexShaderVersion;
274 DWORD MaxVertexShaderConst;
276 DWORD PixelShaderVersion;
277 float PixelShader1xMaxValue;
279 WINED3DVSHADERCAPS2_0 VS20Caps;
280 WINED3DPSHADERCAPS2_0 PS20Caps;
282 DWORD MaxVShaderInstructionsExecuted;
283 DWORD MaxPShaderInstructionsExecuted;
284 DWORD MaxVertexShader30InstructionSlots;
285 DWORD MaxPixelShader30InstructionSlots;
289 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
290 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
291 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
292 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
293 void (*shader_cleanup)(IWineD3DDevice *iface);
294 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
295 void (*shader_destroy)(IWineD3DBaseShader *iface);
296 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
297 void (*shader_free_private)(IWineD3DDevice *iface);
298 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
299 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
300 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
301 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
302 void (*shader_dll_load_init)(void);
303 void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
304 const struct StateEntry *StateTable;
307 extern const shader_backend_t atifs_shader_backend;
308 extern const shader_backend_t glsl_shader_backend;
309 extern const shader_backend_t arb_program_shader_backend;
310 extern const shader_backend_t none_shader_backend;
312 /* GLSL shader private data */
313 struct shader_glsl_priv {
314 GLhandleARB depth_blt_glsl_program_id;
317 /* ARB_program_shader private data */
318 struct shader_arb_priv {
319 GLuint depth_blt_vprogram_id;
320 GLuint depth_blt_fprogram_id;
325 extern void (*wine_tsx11_lock_ptr)(void);
326 extern void (*wine_tsx11_unlock_ptr)(void);
328 /* As GLX relies on X, this is needed */
332 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
333 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
335 #define ENTER_GL() wine_tsx11_lock_ptr()
336 #define LEAVE_GL() wine_tsx11_unlock_ptr()
339 /*****************************************************************************
343 /* GL related defines */
344 /* ------------------ */
345 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
346 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
347 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
348 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
350 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
351 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
352 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
353 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
355 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
360 #define D3DCOLORTOGLFLOAT4(dw, vec) \
361 (vec)[0] = D3DCOLOR_R(dw); \
362 (vec)[1] = D3DCOLOR_G(dw); \
363 (vec)[2] = D3DCOLOR_B(dw); \
364 (vec)[3] = D3DCOLOR_A(dw);
366 /* DirectX Device Limits */
367 /* --------------------- */
368 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
370 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
371 See MaxStreams in MSDN under GetDeviceCaps */
372 /* Maximum number of constants provided to the shaders */
373 #define HIGHEST_TRANSFORMSTATE 512
374 /* Highest value in WINED3DTRANSFORMSTATETYPE */
376 /* Checking of API calls */
377 /* --------------------- */
378 #define checkGLcall(A) \
380 GLint err = glGetError(); \
381 if (err == GL_NO_ERROR) { \
382 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
385 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
386 debug_glerror(err), err, A, __FILE__, __LINE__); \
387 err = glGetError(); \
388 } while (err != GL_NO_ERROR); \
391 /* Trace routines / diagnostics */
392 /* ---------------------------- */
394 /* Dump out a matrix and copy it */
395 #define conv_mat(mat,gl_mat) \
397 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
398 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
399 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
400 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
401 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
404 /* Macro to dump out the current state of the light chain */
405 #define DUMP_LIGHT_CHAIN() \
407 PLIGHTINFOEL *el = This->stateBlock->lights;\
409 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
414 /* Trace vector and strided data information */
415 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
416 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
417 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);
419 /* Defines used for optimizations */
421 /* Only reapply what is necessary */
422 #define REAPPLY_ALPHAOP 0x0001
423 #define REAPPLY_ALL 0xFFFF
425 /* Advance declaration of structures to satisfy compiler */
426 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
427 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
428 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
429 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
431 /* Global variables */
432 extern const float identity[16];
434 /*****************************************************************************
435 * Compilable extra diagnostics
438 /* Trace information per-vertex: (extremely high amount of trace) */
439 #if 0 /* NOTE: Must be 0 in cvs */
440 # define VTRACE(A) TRACE A
445 /* Checking of per-vertex related GL calls */
446 /* --------------------- */
447 #define vcheckGLcall(A) \
449 GLint err = glGetError(); \
450 if (err == GL_NO_ERROR) { \
451 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
454 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
455 debug_glerror(err), err, A, __FILE__, __LINE__); \
456 err = glGetError(); \
457 } while (err != GL_NO_ERROR); \
460 /* TODO: Confirm each of these works when wined3d move completed */
461 #if 0 /* NOTE: Must be 0 in cvs */
462 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
463 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
464 is enabled, and if it doesn't exist it is disabled. */
465 # define FRAME_DEBUGGING
466 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
467 the file is deleted */
468 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
469 # define SINGLE_FRAME_DEBUGGING
471 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
472 It can only be enabled when FRAME_DEBUGGING is also enabled
473 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
475 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
476 # define SHOW_FRAME_MAKEUP 1
478 /* The following, when enabled, lets you see the makeup of the all the textures used during each
479 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
480 The contents of the textures assigned to each stage are written into
481 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
482 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
483 # define SHOW_TEXTURE_MAKEUP 0
486 extern BOOL isDumpingFrames;
487 extern LONG primCounter;
490 /*****************************************************************************
494 /* Routine common to the draw primitive and draw indexed primitive routines */
495 void drawPrimitive(IWineD3DDevice *iface,
499 long StartVertexIndex,
500 UINT numberOfVertices,
506 void primitiveDeclarationConvertToStridedData(
507 IWineD3DDevice *iface,
508 BOOL useVertexShaderFunction,
509 WineDirect3DVertexStridedData *strided,
512 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
514 typedef void (*glAttribFunc)(void *data);
515 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
516 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
517 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
518 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
519 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
523 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
524 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
526 void depth_copy(IWineD3DDevice *iface);
528 /* Routines and structures related to state management */
529 typedef struct WineD3DContext WineD3DContext;
530 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
532 #define STATE_RENDER(a) (a)
533 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
535 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
536 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
538 /* + 1 because samplers start with 0 */
539 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
540 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
542 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
543 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
545 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
546 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
548 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
549 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
550 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
551 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
553 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
554 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
556 #define STATE_VSHADER (STATE_VDECL + 1)
557 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
559 #define STATE_VIEWPORT (STATE_VSHADER + 1)
560 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
562 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
563 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
564 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
565 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
567 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
568 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
570 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
571 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
573 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
574 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
576 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
578 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
580 #define STATE_HIGHEST (STATE_FRONTFACE)
584 DWORD representative;
585 APPLYSTATEFUNC apply;
588 /* "Base" state table */
589 extern const struct StateEntry FFPStateTable[];
591 /* The new context manager that should deal with onscreen and offscreen rendering */
592 struct WineD3DContext {
593 /* State dirtification
594 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
595 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
596 * 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
597 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
599 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
600 DWORD numDirtyEntries;
601 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
603 IWineD3DSurface *surface;
604 DWORD tid; /* Thread ID which owns this context at the moment */
606 /* Stores some information about the context state for optimization */
607 GLint last_draw_buffer;
608 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
609 BOOL last_was_pshader;
610 BOOL last_was_vshader;
611 BOOL last_was_foggy_shader;
612 BOOL namedArraysLoaded, numberedArraysLoaded;
613 BOOL lastWasPow2Texture[MAX_TEXTURES];
614 GLenum tracking_parm; /* Which source is tracking current colour */
615 unsigned char num_untracked_materials;
616 GLenum untracked_materials[2];
617 BOOL last_was_blit, last_was_ckey;
618 char texShaderBumpMap;
621 char *vshader_const_dirty, *pshader_const_dirty;
623 /* The actual opengl context */
632 typedef enum ContextUsage {
633 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
634 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
635 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
636 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
639 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
640 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
641 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
642 void apply_fbo_state(IWineD3DDevice *iface);
644 /* Macros for doing basic GPU detection based on opengl capabilities */
645 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
646 #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])
647 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
648 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
650 /* Default callbacks for implicit object destruction */
651 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
653 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
655 /*****************************************************************************
656 * Internal representation of a light
658 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
659 struct PLIGHTINFOEL {
660 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
667 /* Converted parms to speed up swapping lights */
676 /* The default light parameters */
677 extern const WINED3DLIGHT WINED3D_default_light;
679 typedef struct WineD3D_PixelFormat
681 int iPixelFormat; /* WGL pixel format */
682 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
683 int redSize, greenSize, blueSize, alphaSize;
684 int depthSize, stencilSize;
686 BOOL pbufferDrawable;
687 } WineD3D_PixelFormat;
689 /* The adapter structure */
690 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
691 struct WineD3DAdapter
696 WineD3D_GL_Info gl_info;
698 const char *description;
699 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
701 WineD3D_PixelFormat *cfgs;
702 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
703 unsigned int UsedTextureRam;
706 extern BOOL InitAdapters(void);
707 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
708 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
710 /*****************************************************************************
711 * High order patch management
713 struct WineD3DRectPatch
717 WineDirect3DVertexStridedData strided;
718 WINED3DRECTPATCH_INFO RectPatchInfo;
720 char has_normals, has_texcoords;
724 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
726 enum projection_types
733 /*****************************************************************************
734 * Fixed function pipeline replacements
736 struct texture_stage_op
738 WINED3DTEXTUREOP cop, aop;
739 DWORD carg1, carg2, carg0;
740 DWORD aarg1, aarg2, aarg0;
741 WINED3DFORMAT color_correction;
743 enum projection_types projected;
748 struct texture_stage_op op[MAX_TEXTURES];
752 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
753 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
754 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
756 /*****************************************************************************
757 * IWineD3D implementation structure
759 typedef struct IWineD3DImpl
761 /* IUnknown fields */
762 const IWineD3DVtbl *lpVtbl;
763 LONG ref; /* Note: Ref counting not required */
765 /* WineD3D Information */
770 extern const IWineD3DVtbl IWineD3D_Vtbl;
772 /* TODO: setup some flags in the registry to enable, disable pbuffer support
773 (since it will break quite a few things until contexts are managed properly!) */
774 extern BOOL pbuffer_support;
775 /* allocate one pbuffer per surface */
776 extern BOOL pbuffer_per_surface;
778 /* A helper function that dumps a resource list */
779 void dumpResources(struct list *list);
781 /*****************************************************************************
782 * IWineD3DDevice implementation structure
784 struct IWineD3DDeviceImpl
786 /* IUnknown fields */
787 const IWineD3DDeviceVtbl *lpVtbl;
788 LONG ref; /* Note: Ref counting not required */
790 /* WineD3D Information */
793 struct WineD3DAdapter *adapter;
795 /* Window styles to restore when switching fullscreen mode */
799 /* X and GL Information */
800 GLint maxConcurrentLights;
801 GLenum offscreenBuffer;
803 /* Selected capabilities */
804 int vs_selected_mode;
805 int ps_selected_mode;
806 const shader_backend_t *shader_backend;
807 hash_table_t *glsl_program_lookup;
811 BOOL view_ident; /* true iff view matrix is identity */
813 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
814 unsigned char surface_alignment; /* Line Alignment of surfaces */
816 /* State block related */
817 BOOL isRecordingState;
818 IWineD3DStateBlockImpl *stateBlock;
819 IWineD3DStateBlockImpl *updateStateBlock;
822 /* Internal use fields */
823 WINED3DDEVICE_CREATION_PARAMETERS createParms;
825 WINED3DDEVTYPE devType;
827 IWineD3DSwapChain **swapchains;
828 UINT NumberOfSwapChains;
830 struct list resources; /* a linked list to track resources created by the device */
831 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
832 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
834 /* Render Target Support */
835 IWineD3DSurface **render_targets;
836 IWineD3DSurface *auto_depth_stencil_buffer;
837 IWineD3DSurface **fbo_color_attachments;
838 IWineD3DSurface *fbo_depth_attachment;
840 IWineD3DSurface *stencilBufferTarget;
842 /* Caches to avoid unneeded context changes */
843 IWineD3DSurface *lastActiveRenderTarget;
844 IWineD3DSwapChain *lastActiveSwapChain;
846 /* palettes texture management */
847 UINT NumberOfPalettes;
848 PALETTEENTRY **palettes;
850 UINT paletteConversionShader;
852 /* For rendering to a texture using glCopyTexImage */
853 BOOL render_offscreen;
854 WINED3D_DEPTHCOPYSTATE depth_copy_state;
858 GLenum *draw_buffers;
859 GLuint depth_blt_texture;
861 /* Cursor management */
867 UINT cursorWidth, cursorHeight;
868 GLuint cursorTexture;
869 BOOL haveHardwareCursor;
870 HCURSOR hardwareCursor;
872 /* The Wine logo surface */
873 IWineD3DSurface *logo_surface;
875 /* Textures for when no other textures are mapped */
876 UINT dummyTextureName[MAX_TEXTURES];
878 /* Debug stream management */
881 /* Device state management */
883 BOOL d3d_initialized;
885 /* A flag to check for proper BeginScene / EndScene call pairs */
888 /* process vertex shaders using software or hardware */
889 BOOL softwareVertexProcessing;
891 /* DirectDraw stuff */
893 IWineD3DSurface *ddraw_primary;
894 DWORD ddraw_width, ddraw_height;
895 WINED3DFORMAT ddraw_format;
896 BOOL ddraw_fullscreen;
898 /* Final position fixup constant */
901 /* With register combiners we can skip junk texture stages */
902 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
903 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
904 BOOL fixed_function_usage_map[MAX_TEXTURES];
906 /* Stream source management */
907 WineDirect3DVertexStridedData strided_streams;
908 WineDirect3DVertexStridedData *up_strided;
909 BOOL useDrawStridedSlow;
912 /* Context management */
913 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
914 WineD3DContext *activeContext;
917 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
918 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
920 /* High level patch management */
921 #define PATCHMAP_SIZE 43
922 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
923 struct list patches[PATCHMAP_SIZE];
924 struct WineD3DRectPatch *currentPatch;
927 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
929 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
930 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
931 float Z, DWORD Stencil);
932 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
933 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
934 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
935 DWORD idx = state >> 5;
936 BYTE shift = state & 0x1f;
937 return context->isStateDirty[idx] & (1 << shift);
940 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
941 typedef struct PrivateData
946 DWORD flags; /* DDSPD_* */
947 DWORD uniqueness_value;
958 /*****************************************************************************
959 * IWineD3DResource implementation structure
961 typedef struct IWineD3DResourceClass
963 /* IUnknown fields */
964 LONG ref; /* Note: Ref counting not required */
966 /* WineD3DResource Information */
968 WINED3DRESOURCETYPE resourceType;
969 IWineD3DDeviceImpl *wineD3DDevice;
973 WINED3DFORMAT format;
974 BYTE *allocatedMemory; /* Pointer to the real data location */
975 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
976 struct list privateData;
977 struct list resource_list_entry;
979 } IWineD3DResourceClass;
981 typedef struct IWineD3DResourceImpl
983 /* IUnknown & WineD3DResource Information */
984 const IWineD3DResourceVtbl *lpVtbl;
985 IWineD3DResourceClass resource;
986 } IWineD3DResourceImpl;
988 /* Tests show that the start address of resources is 32 byte aligned */
989 #define RESOURCE_ALIGNMENT 32
991 /*****************************************************************************
992 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
994 enum vbo_conversion_type {
998 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1000 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1001 * fixed function semantics as D3DCOLOR or FLOAT16
1005 typedef struct IWineD3DVertexBufferImpl
1007 /* IUnknown & WineD3DResource Information */
1008 const IWineD3DVertexBufferVtbl *lpVtbl;
1009 IWineD3DResourceClass resource;
1011 /* WineD3DVertexBuffer specifics */
1014 /* Vertex buffer object support */
1021 UINT dirtystart, dirtyend;
1024 LONG declChanges, draws;
1025 /* Last description of the buffer */
1026 DWORD stride; /* 0 if no conversion */
1027 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1029 /* Extra load offsets, for FLOAT16 conversion */
1030 DWORD *conv_shift; /* NULL if no shifted conversion */
1031 DWORD conv_stride; /* 0 if no shifted conversion */
1032 } IWineD3DVertexBufferImpl;
1034 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1036 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1037 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1038 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1039 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1041 /*****************************************************************************
1042 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1044 typedef struct IWineD3DIndexBufferImpl
1046 /* IUnknown & WineD3DResource Information */
1047 const IWineD3DIndexBufferVtbl *lpVtbl;
1048 IWineD3DResourceClass resource;
1051 UINT dirtystart, dirtyend;
1054 /* WineD3DVertexBuffer specifics */
1055 } IWineD3DIndexBufferImpl;
1057 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1059 /*****************************************************************************
1060 * IWineD3DBaseTexture D3D- > openGL state map lookups
1062 #define WINED3DFUNC_NOTSUPPORTED -2
1063 #define WINED3DFUNC_UNIMPLEMENTED -1
1065 typedef enum winetexturestates {
1066 WINED3DTEXSTA_ADDRESSU = 0,
1067 WINED3DTEXSTA_ADDRESSV = 1,
1068 WINED3DTEXSTA_ADDRESSW = 2,
1069 WINED3DTEXSTA_BORDERCOLOR = 3,
1070 WINED3DTEXSTA_MAGFILTER = 4,
1071 WINED3DTEXSTA_MINFILTER = 5,
1072 WINED3DTEXSTA_MIPFILTER = 6,
1073 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1074 WINED3DTEXSTA_MAXANISOTROPY = 8,
1075 WINED3DTEXSTA_SRGBTEXTURE = 9,
1076 WINED3DTEXSTA_ELEMENTINDEX = 10,
1077 WINED3DTEXSTA_DMAPOFFSET = 11,
1078 WINED3DTEXSTA_TSSADDRESSW = 12,
1079 MAX_WINETEXTURESTATES = 13,
1080 } winetexturestates;
1082 /*****************************************************************************
1083 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1085 typedef struct IWineD3DBaseTextureClass
1091 WINED3DTEXTUREFILTERTYPE filterType;
1092 DWORD states[MAX_WINETEXTURESTATES];
1096 UINT srgb_mode_change_count;
1097 WINED3DFORMAT shader_conversion_group;
1098 float pow2Matrix[16];
1099 minMipLookup_t *minMipLookup;
1100 magLookup_t *magLookup;
1101 } IWineD3DBaseTextureClass;
1103 typedef struct IWineD3DBaseTextureImpl
1105 /* IUnknown & WineD3DResource Information */
1106 const IWineD3DBaseTextureVtbl *lpVtbl;
1107 IWineD3DResourceClass resource;
1108 IWineD3DBaseTextureClass baseTexture;
1110 } IWineD3DBaseTextureImpl;
1112 /*****************************************************************************
1113 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1115 typedef struct IWineD3DTextureImpl
1117 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1118 const IWineD3DTextureVtbl *lpVtbl;
1119 IWineD3DResourceClass resource;
1120 IWineD3DBaseTextureClass baseTexture;
1122 /* IWineD3DTexture */
1123 IWineD3DSurface *surfaces[MAX_LEVELS];
1129 } IWineD3DTextureImpl;
1131 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1133 /*****************************************************************************
1134 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1136 typedef struct IWineD3DCubeTextureImpl
1138 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1139 const IWineD3DCubeTextureVtbl *lpVtbl;
1140 IWineD3DResourceClass resource;
1141 IWineD3DBaseTextureClass baseTexture;
1143 /* IWineD3DCubeTexture */
1144 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1147 } IWineD3DCubeTextureImpl;
1149 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1151 typedef struct _WINED3DVOLUMET_DESC
1156 } WINED3DVOLUMET_DESC;
1158 /*****************************************************************************
1159 * IWineD3DVolume implementation structure (extends IUnknown)
1161 typedef struct IWineD3DVolumeImpl
1163 /* IUnknown & WineD3DResource fields */
1164 const IWineD3DVolumeVtbl *lpVtbl;
1165 IWineD3DResourceClass resource;
1167 /* WineD3DVolume Information */
1168 WINED3DVOLUMET_DESC currentDesc;
1169 IWineD3DBase *container;
1174 WINED3DBOX lockedBox;
1175 WINED3DBOX dirtyBox;
1179 } IWineD3DVolumeImpl;
1181 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1183 /*****************************************************************************
1184 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1186 typedef struct IWineD3DVolumeTextureImpl
1188 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1189 const IWineD3DVolumeTextureVtbl *lpVtbl;
1190 IWineD3DResourceClass resource;
1191 IWineD3DBaseTextureClass baseTexture;
1193 /* IWineD3DVolumeTexture */
1194 IWineD3DVolume *volumes[MAX_LEVELS];
1199 } IWineD3DVolumeTextureImpl;
1201 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1203 typedef struct _WINED3DSURFACET_DESC
1205 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1206 DWORD MultiSampleQuality;
1209 } WINED3DSURFACET_DESC;
1211 /*****************************************************************************
1212 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1214 typedef struct wineD3DSurface_DIB {
1220 } wineD3DSurface_DIB;
1227 } renderbuffer_entry_t;
1229 /*****************************************************************************
1230 * IWineD3DClipp implementation structure
1232 typedef struct IWineD3DClipperImpl
1234 const IWineD3DClipperVtbl *lpVtbl;
1239 } IWineD3DClipperImpl;
1242 /*****************************************************************************
1243 * IWineD3DSurface implementation structure
1245 struct IWineD3DSurfaceImpl
1247 /* IUnknown & IWineD3DResource Information */
1248 const IWineD3DSurfaceVtbl *lpVtbl;
1249 IWineD3DResourceClass resource;
1251 /* IWineD3DSurface fields */
1252 IWineD3DBase *container;
1253 WINED3DSURFACET_DESC currentDesc;
1254 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1255 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1259 /* TODO: move this off into a management class(maybe!) */
1265 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1266 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1268 /* Oversized texture */
1277 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1279 glDescriptor glDescription;
1283 wineD3DSurface_DIB dib;
1286 /* Color keys for DDraw */
1287 WINEDDCOLORKEY DestBltCKey;
1288 WINEDDCOLORKEY DestOverlayCKey;
1289 WINEDDCOLORKEY SrcOverlayCKey;
1290 WINEDDCOLORKEY SrcBltCKey;
1293 WINEDDCOLORKEY glCKey;
1295 struct list renderbuffers;
1296 renderbuffer_entry_t *current_renderbuffer;
1298 /* DirectDraw clippers */
1299 IWineD3DClipper *clipper;
1302 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1303 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1305 /* Predeclare the shared Surface functions */
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1307 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1313 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1314 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1315 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1326 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1335 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1339 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1341 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1343 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1344 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1345 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1346 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1348 /* Surface flags: */
1349 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1350 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1351 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1352 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1353 #define SFLAG_DISCARD 0x00000010 /* ??? */
1354 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1355 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1356 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1357 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1358 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1359 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1360 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1361 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1362 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1363 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1364 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1365 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1366 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1367 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1369 /* In some conditions the surface memory must not be freed:
1370 * SFLAG_OVERSIZE: Not all data can be kept in GL
1371 * SFLAG_CONVERTED: Converting the data back would take too long
1372 * SFLAG_DIBSECTION: The dib code manages the memory
1373 * SFLAG_LOCKED: The app requires access to the surface data
1374 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1375 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1376 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1377 * SFLAG_CLIENT: OpenGL uses our memory as backup
1379 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1381 SFLAG_DIBSECTION | \
1389 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1392 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1397 CONVERT_PALETTED_CK,
1401 CONVERT_CK_4444_ARGB,
1406 CONVERT_CK_8888_ARGB,
1419 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);
1421 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1423 /*****************************************************************************
1424 * IWineD3DVertexDeclaration implementation structure
1426 typedef struct attrib_declaration {
1429 } attrib_declaration;
1431 #define MAX_ATTRIBS 16
1433 typedef struct IWineD3DVertexDeclarationImpl {
1434 /* IUnknown Information */
1435 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1439 IWineD3DDeviceImpl *wineD3DDevice;
1441 WINED3DVERTEXELEMENT *pDeclarationWine;
1442 UINT declarationWNumElements;
1444 DWORD streams[MAX_STREAMS];
1446 BOOL position_transformed;
1447 BOOL half_float_conv_needed;
1449 /* Ordered array of declaration types that need swizzling in a vshader */
1450 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1451 UINT num_swizzled_attribs;
1452 } IWineD3DVertexDeclarationImpl;
1454 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1456 /*****************************************************************************
1457 * IWineD3DStateBlock implementation structure
1460 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1461 /* Note: Very long winded but gl Lists are not flexible enough */
1462 /* to resolve everything we need, so doing it manually for now */
1463 typedef struct SAVEDSTATES {
1467 BOOL streamSource[MAX_STREAMS];
1468 BOOL streamFreq[MAX_STREAMS];
1469 BOOL textures[MAX_COMBINED_SAMPLERS];
1470 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1472 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1473 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1474 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1475 BOOL clipplane[MAX_CLIPPLANES];
1478 BOOL pixelShaderConstantsB[MAX_CONST_B];
1479 BOOL pixelShaderConstantsI[MAX_CONST_I];
1480 BOOL *pixelShaderConstantsF;
1482 BOOL vertexShaderConstantsB[MAX_CONST_B];
1483 BOOL vertexShaderConstantsI[MAX_CONST_I];
1484 BOOL *vertexShaderConstantsF;
1499 struct IWineD3DStateBlockImpl
1501 /* IUnknown fields */
1502 const IWineD3DStateBlockVtbl *lpVtbl;
1503 LONG ref; /* Note: Ref counting not required */
1505 /* IWineD3DStateBlock information */
1507 IWineD3DDeviceImpl *wineD3DDevice;
1508 WINED3DSTATEBLOCKTYPE blockType;
1510 /* Array indicating whether things have been set or changed */
1511 SAVEDSTATES changed;
1512 struct list set_vconstantsF;
1513 struct list set_pconstantsF;
1515 /* Drawing - Vertex Shader or FVF related */
1517 /* Vertex Shader Declaration */
1518 IWineD3DVertexDeclaration *vertexDecl;
1520 IWineD3DVertexShader *vertexShader;
1522 /* Vertex Shader Constants */
1523 BOOL vertexShaderConstantB[MAX_CONST_B];
1524 INT vertexShaderConstantI[MAX_CONST_I * 4];
1525 float *vertexShaderConstantF;
1529 UINT streamStride[MAX_STREAMS];
1530 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1531 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1532 UINT streamFreq[MAX_STREAMS + 1];
1533 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1536 IWineD3DIndexBuffer* pIndexData;
1537 INT baseVertexIndex;
1538 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1541 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1543 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1544 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1545 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1546 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1547 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1550 double clipplane[MAX_CLIPPLANES][4];
1551 WINED3DCLIPSTATUS clip_status;
1554 WINED3DVIEWPORT viewport;
1557 WINED3DMATERIAL material;
1560 IWineD3DPixelShader *pixelShader;
1562 /* Pixel Shader Constants */
1563 BOOL pixelShaderConstantB[MAX_CONST_B];
1564 INT pixelShaderConstantI[MAX_CONST_I * 4];
1565 float *pixelShaderConstantF;
1568 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1571 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1572 int textureDimensions[MAX_COMBINED_SAMPLERS];
1574 /* Texture State Stage */
1575 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1576 DWORD lowest_disabled_stage;
1577 /* Sampler States */
1578 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1580 /* Current GLSL Shader Program */
1581 struct glsl_shader_prog_link *glsl_program;
1583 /* Scissor test rectangle */
1586 /* Contained state management */
1587 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1588 unsigned int num_contained_render_states;
1589 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1590 unsigned int num_contained_transform_states;
1591 DWORD contained_vs_consts_i[MAX_CONST_I];
1592 unsigned int num_contained_vs_consts_i;
1593 DWORD contained_vs_consts_b[MAX_CONST_B];
1594 unsigned int num_contained_vs_consts_b;
1595 DWORD *contained_vs_consts_f;
1596 unsigned int num_contained_vs_consts_f;
1597 DWORD contained_ps_consts_i[MAX_CONST_I];
1598 unsigned int num_contained_ps_consts_i;
1599 DWORD contained_ps_consts_b[MAX_CONST_B];
1600 unsigned int num_contained_ps_consts_b;
1601 DWORD *contained_ps_consts_f;
1602 unsigned int num_contained_ps_consts_f;
1603 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1604 unsigned int num_contained_tss_states;
1605 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1606 unsigned int num_contained_sampler_states;
1609 extern void stateblock_savedstates_set(
1610 IWineD3DStateBlock* iface,
1611 SAVEDSTATES* states,
1614 extern void stateblock_savedstates_copy(
1615 IWineD3DStateBlock* iface,
1617 SAVEDSTATES* source);
1619 extern void stateblock_copy(
1620 IWineD3DStateBlock* destination,
1621 IWineD3DStateBlock* source);
1623 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1625 /* Direct3D terminology with little modifications. We do not have an issued state
1626 * because only the driver knows about it, but we have a created state because d3d
1627 * allows GetData on a created issue, but opengl doesn't
1634 /*****************************************************************************
1635 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1637 typedef struct IWineD3DQueryImpl
1639 const IWineD3DQueryVtbl *lpVtbl;
1640 LONG ref; /* Note: Ref counting not required */
1643 /*TODO: replace with iface usage */
1645 IWineD3DDevice *wineD3DDevice;
1647 IWineD3DDeviceImpl *wineD3DDevice;
1650 /* IWineD3DQuery fields */
1651 enum query_state state;
1652 WINED3DQUERYTYPE type;
1653 /* TODO: Think about using a IUnknown instead of a void* */
1657 } IWineD3DQueryImpl;
1659 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1660 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1661 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1663 /* Datastructures for IWineD3DQueryImpl.extendedData */
1664 typedef struct WineQueryOcclusionData {
1666 WineD3DContext *ctx;
1667 } WineQueryOcclusionData;
1669 typedef struct WineQueryEventData {
1671 WineD3DContext *ctx;
1672 } WineQueryEventData;
1674 /*****************************************************************************
1675 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1678 typedef struct IWineD3DSwapChainImpl
1681 const IWineD3DSwapChainVtbl *lpVtbl;
1682 LONG ref; /* Note: Ref counting not required */
1685 IWineD3DDeviceImpl *wineD3DDevice;
1687 /* IWineD3DSwapChain fields */
1688 IWineD3DSurface **backBuffer;
1689 IWineD3DSurface *frontBuffer;
1690 BOOL wantsDepthStencilBuffer;
1691 WINED3DPRESENT_PARAMETERS presentParms;
1692 DWORD orig_width, orig_height;
1693 WINED3DFORMAT orig_fmt;
1695 long prev_time, frames; /* Performance tracking */
1696 unsigned int vSyncCounter;
1698 WineD3DContext **context; /* Later a array for multithreading */
1699 unsigned int num_contexts;
1702 } IWineD3DSwapChainImpl;
1704 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1706 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1708 /*****************************************************************************
1709 * Utility function prototypes
1712 /* Trace routines */
1713 const char* debug_d3dformat(WINED3DFORMAT fmt);
1714 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1715 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1716 const char* debug_d3dusage(DWORD usage);
1717 const char* debug_d3dusagequery(DWORD usagequery);
1718 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1719 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1720 const char* debug_d3ddeclusage(BYTE usage);
1721 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1722 const char* debug_d3drenderstate(DWORD state);
1723 const char* debug_d3dsamplerstate(DWORD state);
1724 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1725 const char* debug_d3dtexturestate(DWORD state);
1726 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1727 const char* debug_d3dpool(WINED3DPOOL pool);
1728 const char *debug_fbostatus(GLenum status);
1729 const char *debug_glerror(GLenum error);
1730 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1731 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1733 /* Routines for GL <-> D3D values */
1734 GLenum StencilOp(DWORD op);
1735 GLenum CompareFunc(DWORD func);
1736 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1737 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);
1738 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1740 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1741 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1743 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1744 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1747 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1748 unsigned int count_bits(unsigned int mask);
1750 /*****************************************************************************
1751 * To enable calling of inherited functions, requires prototypes
1753 * Note: Only require classes which are subclassed, ie resource, basetexture,
1755 /*** IUnknown methods ***/
1756 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1757 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1758 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1759 /*** IWineD3DResource methods ***/
1760 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1761 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1762 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1763 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1764 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1765 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1766 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1767 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1768 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1769 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1770 /*** class static members ***/
1771 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1773 /*** IUnknown methods ***/
1774 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1775 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1776 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1777 /*** IWineD3DResource methods ***/
1778 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1779 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1780 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1781 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1782 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1783 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1784 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1785 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1786 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1787 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1788 /*** IWineD3DBaseTexture methods ***/
1789 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1790 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1791 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1792 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1793 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1794 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1795 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1796 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1798 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1799 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1800 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1801 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1802 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1803 /*** class static members ***/
1804 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1806 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1808 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1809 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1810 * used if the user is using GLSL shaders. */
1811 struct glsl_shader_prog_link {
1812 struct list vshader_entry;
1813 struct list pshader_entry;
1814 GLhandleARB programId;
1815 GLhandleARB *vuniformF_locations;
1816 GLhandleARB *puniformF_locations;
1817 GLhandleARB vuniformI_locations[MAX_CONST_I];
1818 GLhandleARB puniformI_locations[MAX_CONST_I];
1819 GLhandleARB posFixup_location;
1820 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1821 GLhandleARB luminancescale_location[MAX_TEXTURES];
1822 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1823 GLhandleARB srgb_comparison_location;
1824 GLhandleARB srgb_mul_low_location;
1825 GLhandleARB ycorrection_location;
1826 GLhandleARB vshader;
1827 GLhandleARB pshader;
1831 GLhandleARB vshader;
1832 GLhandleARB pshader;
1833 } glsl_program_key_t;
1835 /* TODO: Make this dynamic, based on shader limits ? */
1836 #define MAX_REG_ADDR 1
1837 #define MAX_REG_TEMP 32
1838 #define MAX_REG_TEXCRD 8
1839 #define MAX_REG_INPUT 12
1840 #define MAX_REG_OUTPUT 12
1841 #define MAX_CONST_I 16
1842 #define MAX_CONST_B 16
1844 /* FIXME: This needs to go up to 2048 for
1845 * Shader model 3 according to msdn (and for software shaders) */
1846 #define MAX_LABELS 16
1848 typedef struct semantic {
1853 typedef struct local_constant {
1859 typedef struct shader_reg_maps {
1861 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1862 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1863 char address[MAX_REG_ADDR]; /* vertex */
1864 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1865 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1866 char attributes[MAX_ATTRIBS]; /* vertex */
1867 char labels[MAX_LABELS]; /* pixel, vertex */
1868 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1870 /* Sampler usage tokens
1871 * Use 0 as default (bit 31 is always 1 on a valid token) */
1872 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1873 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1874 char usesnrm, vpos, usesdsy;
1877 /* Whether or not loops are used in this shader, and nesting depth */
1878 unsigned loop_depth;
1880 /* Whether or not this shader uses fog */
1885 /* Undocumented opcode controls */
1886 #define INST_CONTROLS_SHIFT 16
1887 #define INST_CONTROLS_MASK 0x00ff0000
1889 typedef enum COMPARISON_TYPE {
1898 typedef struct SHADER_OPCODE {
1899 unsigned int opcode;
1903 CONST UINT num_params;
1904 SHADER_HANDLER hw_fct;
1905 SHADER_HANDLER hw_glsl_fct;
1910 typedef struct SHADER_OPCODE_ARG {
1911 IWineD3DBaseShader* shader;
1912 shader_reg_maps* reg_maps;
1913 CONST SHADER_OPCODE* opcode;
1920 SHADER_BUFFER* buffer;
1921 } SHADER_OPCODE_ARG;
1923 typedef struct SHADER_LIMITS {
1924 unsigned int temporary;
1925 unsigned int texcoord;
1926 unsigned int sampler;
1927 unsigned int constant_int;
1928 unsigned int constant_float;
1929 unsigned int constant_bool;
1930 unsigned int address;
1931 unsigned int packed_output;
1932 unsigned int packed_input;
1933 unsigned int attributes;
1937 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1938 maintain state information between multiple codes */
1939 typedef struct SHADER_PARSE_STATE {
1940 unsigned int current_row;
1941 DWORD texcoord_w[2];
1942 } SHADER_PARSE_STATE;
1945 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1947 #define PRINTF_ATTR(fmt,args)
1950 /* Base Shader utility functions.
1951 * (may move callers into the same file in the future) */
1952 extern int shader_addline(
1953 SHADER_BUFFER* buffer,
1954 const char* fmt, ...) PRINTF_ATTR(2,3);
1956 extern const SHADER_OPCODE* shader_get_opcode(
1957 IWineD3DBaseShader *iface,
1960 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1962 /* Vertex shader utility functions */
1963 extern BOOL vshader_get_input(
1964 IWineD3DVertexShader* iface,
1965 BYTE usage_req, BYTE usage_idx_req,
1966 unsigned int* regnum);
1968 extern BOOL vshader_input_is_color(
1969 IWineD3DVertexShader* iface,
1970 unsigned int regnum);
1972 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1974 /* ARB_[vertex/fragment]_program helper functions */
1975 extern void shader_arb_load_constants(
1976 IWineD3DDevice* device,
1977 char usePixelShader,
1978 char useVertexShader);
1980 /* ARB shader program Prototypes */
1981 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1983 /* ARB pixel shader prototypes */
1984 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2008 /* ARB vertex / pixel shader common prototypes */
2009 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2010 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2011 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2013 /* ARB vertex shader prototypes */
2014 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2015 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2017 /* GLSL helper functions */
2018 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2019 extern void shader_glsl_load_constants(
2020 IWineD3DDevice* device,
2021 char usePixelShader,
2022 char useVertexShader);
2024 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2025 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2058 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2060 /** GLSL Pixel Shader Prototypes */
2061 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_glsl_input_pack(
2082 SHADER_BUFFER* buffer,
2083 semantic* semantics_out,
2084 IWineD3DPixelShader *iface);
2086 /*****************************************************************************
2087 * IDirect3DBaseShader implementation structure
2089 typedef struct IWineD3DBaseShaderClass
2093 SHADER_LIMITS limits;
2094 SHADER_PARSE_STATE parse_state;
2095 CONST SHADER_OPCODE *shader_ins;
2097 UINT functionLength;
2100 UINT cur_loop_depth, cur_loop_regno;
2101 BOOL load_local_constsF;
2103 /* Type of shader backend */
2106 /* Programs this shader is linked with */
2107 struct list linked_programs;
2109 /* Immediate constants (override global ones) */
2110 struct list constantsB;
2111 struct list constantsF;
2112 struct list constantsI;
2113 shader_reg_maps reg_maps;
2115 /* Pixel formats of sampled textures, for format conversion. This
2116 * represents the formats found during compilation, it is not initialized
2117 * on the first parser pass. It is needed to check if the shader
2118 * needs recompilation to adjust the format conversion
2120 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2121 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2122 UINT num_sampled_samplers;
2124 UINT recompile_count;
2126 /* Pointer to the parent device */
2127 IWineD3DDevice *device;
2128 struct list shader_list_entry;
2130 } IWineD3DBaseShaderClass;
2132 typedef struct IWineD3DBaseShaderImpl {
2134 const IWineD3DBaseShaderVtbl *lpVtbl;
2136 /* IWineD3DBaseShader */
2137 IWineD3DBaseShaderClass baseShader;
2138 } IWineD3DBaseShaderImpl;
2140 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2141 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2142 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2144 extern HRESULT shader_get_registers_used(
2145 IWineD3DBaseShader *iface,
2146 shader_reg_maps* reg_maps,
2147 semantic* semantics_in,
2148 semantic* semantics_out,
2149 CONST DWORD* pToken,
2150 IWineD3DStateBlockImpl *stateBlock);
2152 extern void shader_generate_glsl_declarations(
2153 IWineD3DBaseShader *iface,
2154 shader_reg_maps* reg_maps,
2155 SHADER_BUFFER* buffer,
2156 WineD3D_GL_Info* gl_info);
2158 extern void shader_generate_arb_declarations(
2159 IWineD3DBaseShader *iface,
2160 shader_reg_maps* reg_maps,
2161 SHADER_BUFFER* buffer,
2162 WineD3D_GL_Info* gl_info);
2164 extern void shader_generate_main(
2165 IWineD3DBaseShader *iface,
2166 SHADER_BUFFER* buffer,
2167 shader_reg_maps* reg_maps,
2168 CONST DWORD* pFunction);
2170 extern void shader_dump_ins_modifiers(
2171 const DWORD output);
2173 extern void shader_dump_param(
2174 IWineD3DBaseShader *iface,
2176 const DWORD addr_token,
2179 extern void shader_trace_init(
2180 IWineD3DBaseShader *iface,
2181 const DWORD* pFunction);
2183 extern int shader_get_param(
2184 IWineD3DBaseShader* iface,
2185 const DWORD* pToken,
2189 extern int shader_skip_unrecognized(
2190 IWineD3DBaseShader* iface,
2191 const DWORD* pToken);
2193 extern void print_glsl_info_log(
2194 WineD3D_GL_Info *gl_info,
2197 static inline int shader_get_regtype(const DWORD param) {
2198 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2199 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2202 static inline int shader_get_writemask(const DWORD param) {
2203 return param & WINED3DSP_WRITEMASK_ALL;
2206 extern unsigned int shader_get_float_offset(const DWORD reg);
2208 static inline BOOL shader_is_pshader_version(DWORD token) {
2209 return 0xFFFF0000 == (token & 0xFFFF0000);
2212 static inline BOOL shader_is_vshader_version(DWORD token) {
2213 return 0xFFFE0000 == (token & 0xFFFF0000);
2216 static inline BOOL shader_is_comment(DWORD token) {
2217 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2220 static inline BOOL shader_is_scalar(DWORD param) {
2221 DWORD reg_type = shader_get_regtype(param);
2225 case WINED3DSPR_RASTOUT:
2226 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2233 case WINED3DSPR_DEPTHOUT: /* oDepth */
2234 case WINED3DSPR_CONSTBOOL: /* b# */
2235 case WINED3DSPR_LOOP: /* aL */
2236 case WINED3DSPR_PREDICATE: /* p0 */
2239 case WINED3DSPR_MISCTYPE:
2240 reg_num = param & WINED3DSP_REGNUM_MASK;
2255 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2256 local_constant* lconst;
2258 if(This->baseShader.load_local_constsF) return FALSE;
2259 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2260 if(lconst->idx == reg) return TRUE;
2266 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2267 * so upload them above that
2269 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2270 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2272 /*****************************************************************************
2273 * IDirect3DVertexShader implementation structure
2275 typedef struct IWineD3DVertexShaderImpl {
2277 const IWineD3DVertexShaderVtbl *lpVtbl;
2279 /* IWineD3DBaseShader */
2280 IWineD3DBaseShaderClass baseShader;
2282 /* IWineD3DVertexShaderImpl */
2287 /* Vertex shader input and output semantics */
2288 semantic semantics_in [MAX_ATTRIBS];
2289 semantic semantics_out [MAX_REG_OUTPUT];
2291 /* Ordered array of attributes that are swizzled */
2292 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2293 UINT num_swizzled_attribs;
2295 /* run time datas... */
2297 UINT min_rel_offset, max_rel_offset;
2300 UINT recompile_count;
2301 #if 0 /* needs reworking */
2302 /* run time datas */
2303 VSHADERINPUTDATA input;
2304 VSHADEROUTPUTDATA output;
2306 } IWineD3DVertexShaderImpl;
2307 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2308 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2310 /*****************************************************************************
2311 * IDirect3DPixelShader implementation structure
2314 enum vertexprocessing_mode {
2320 struct stb_const_desc {
2325 typedef struct IWineD3DPixelShaderImpl {
2326 /* IUnknown parts */
2327 const IWineD3DPixelShaderVtbl *lpVtbl;
2329 /* IWineD3DBaseShader */
2330 IWineD3DBaseShaderClass baseShader;
2332 /* IWineD3DPixelShaderImpl */
2335 /* Pixel shader input semantics */
2336 semantic semantics_in [MAX_REG_INPUT];
2337 DWORD input_reg_map[MAX_REG_INPUT];
2338 BOOL input_reg_used[MAX_REG_INPUT];
2343 /* Some information about the shader behavior */
2344 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2345 char numbumpenvmatconsts;
2346 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2348 char srgb_mode_hardcoded;
2349 UINT srgb_low_const;
2350 UINT srgb_cmp_const;
2352 BOOL render_offscreen;
2354 enum vertexprocessing_mode vertexprocessing;
2356 #if 0 /* needs reworking */
2357 PSHADERINPUTDATA input;
2358 PSHADEROUTPUTDATA output;
2360 } IWineD3DPixelShaderImpl;
2362 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2363 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2365 /* sRGB correction constants */
2366 static const float srgb_cmp = 0.0031308;
2367 static const float srgb_mul_low = 12.92;
2368 static const float srgb_pow = 0.41666;
2369 static const float srgb_mul_high = 1.055;
2370 static const float srgb_sub_high = 0.055;
2372 /*****************************************************************************
2373 * IWineD3DPalette implementation structure
2375 struct IWineD3DPaletteImpl {
2376 /* IUnknown parts */
2377 const IWineD3DPaletteVtbl *lpVtbl;
2381 IWineD3DDeviceImpl *wineD3DDevice;
2383 /* IWineD3DPalette */
2385 WORD palVersion; /*| */
2386 WORD palNumEntries; /*| LOGPALETTE */
2387 PALETTEENTRY palents[256]; /*| */
2388 /* This is to store the palette in 'screen format' */
2389 int screen_palents[256];
2393 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2394 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2396 /* DirectDraw utility functions */
2397 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2399 /*****************************************************************************
2400 * Pixel format management
2403 WINED3DFORMAT format;
2404 DWORD alphaMask, redMask, greenMask, blueMask;
2406 short depthSize, stencilSize;
2408 } StaticPixelFormatDesc;
2410 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2411 WineD3D_GL_Info *gl_info,
2412 const GlPixelFormatDesc **glDesc);
2414 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2415 return (device->vs_selected_mode != SHADER_NONE
2416 && device->stateBlock->vertexShader
2417 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2418 && !device->strided_streams.u.s.position_transformed);
2421 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2422 return (device->ps_selected_mode != SHADER_NONE
2423 && device->stateBlock->pixelShader
2424 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2427 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2428 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);