2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 /* Texture format fixups */
54 enum fixup_channel_source
56 CHANNEL_SOURCE_ZERO = 0,
57 CHANNEL_SOURCE_ONE = 1,
62 CHANNEL_SOURCE_YUV0 = 6,
63 CHANNEL_SOURCE_YUV1 = 7,
74 struct color_fixup_desc
76 unsigned x_sign_fixup : 1;
77 unsigned x_source : 3;
78 unsigned y_sign_fixup : 1;
79 unsigned y_source : 3;
80 unsigned z_sign_fixup : 1;
81 unsigned z_source : 3;
82 unsigned w_sign_fixup : 1;
83 unsigned w_source : 3;
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
90 static inline struct color_fixup_desc create_color_fixup_desc(
91 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
94 struct color_fixup_desc fixup =
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
106 struct color_fixup_desc fixup =
108 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
118 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
123 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
128 enum yuv_fixup yuv_fixup = 0;
129 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
165 typedef enum _WINELOOKUP {
166 WINELOOKUP_WARPPARAM = 0,
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
176 GLenum mip[WINED3DTEXF_LINEAR + 1];
179 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
181 const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
184 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
186 return mag_lookup[mag_filter];
189 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
190 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
192 return min_mip_lookup[min_filter].mip[mip_filter];
195 /* float_16_to_32() and float_32_to_16() (see implementation in
196 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
197 * to standard C floats and vice versa. They do not depend on the encoding
198 * of the C float, so they are platform independent, but slow. On x86 and
199 * other IEEE 754 compliant platforms the conversion can be accelerated by
200 * bit shifting the exponent and mantissa. There are also some SSE-based
201 * assembly routines out there.
203 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
205 static inline float float_16_to_32(const unsigned short *in) {
206 const unsigned short s = ((*in) & 0x8000);
207 const unsigned short e = ((*in) & 0x7C00) >> 10;
208 const unsigned short m = (*in) & 0x3FF;
209 const float sgn = (s ? -1.0f : 1.0f);
212 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
215 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
217 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
218 else return 0.0f / 0.0f; /* NAN */
222 static inline float float_24_to_32(DWORD in)
224 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
225 const unsigned short e = (in & 0x780000) >> 19;
226 const unsigned short m = in & 0x7ffff;
230 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
231 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
235 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
239 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
240 else return 0.0f / 0.0f; /* NAN */
260 #define ORM_BACKBUFFER 0
261 #define ORM_PBUFFER 1
265 #define SHADER_GLSL 2
267 #define SHADER_NONE 4
269 #define RTL_DISABLE -1
270 #define RTL_READDRAW 1
271 #define RTL_READTEX 2
273 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
274 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
276 /* NOTE: When adding fields to this structure, make sure to update the default
277 * values in wined3d_main.c as well. */
278 typedef struct wined3d_settings_s {
279 /* vertex and pixel shader modes */
282 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
283 we should use it. However, until it's fully implemented, we'll leave it as a registry
284 setting for developers. */
286 int offscreen_rendering_mode;
287 int rendertargetlock_mode;
288 unsigned short pci_vendor_id;
289 unsigned short pci_device_id;
290 /* Memory tracking and object counting */
291 unsigned int emulated_textureram;
293 int allow_multisampling;
294 } wined3d_settings_t;
296 extern wined3d_settings_t wined3d_settings;
298 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
300 WINED3DSTT_UNKNOWN = 0,
304 WINED3DSTT_VOLUME = 4,
305 } WINED3DSAMPLER_TEXTURE_TYPE;
307 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
310 WINED3DSPR_INPUT = 1,
311 WINED3DSPR_CONST = 2,
313 WINED3DSPR_TEXTURE = 3,
314 WINED3DSPR_RASTOUT = 4,
315 WINED3DSPR_ATTROUT = 5,
316 WINED3DSPR_TEXCRDOUT = 6,
317 WINED3DSPR_OUTPUT = 6,
318 WINED3DSPR_CONSTINT = 7,
319 WINED3DSPR_COLOROUT = 8,
320 WINED3DSPR_DEPTHOUT = 9,
321 WINED3DSPR_SAMPLER = 10,
322 WINED3DSPR_CONST2 = 11,
323 WINED3DSPR_CONST3 = 12,
324 WINED3DSPR_CONST4 = 13,
325 WINED3DSPR_CONSTBOOL = 14,
326 WINED3DSPR_LOOP = 15,
327 WINED3DSPR_TEMPFLOAT16 = 16,
328 WINED3DSPR_MISCTYPE = 17,
329 WINED3DSPR_LABEL = 18,
330 WINED3DSPR_PREDICATE = 19,
332 WINED3DSPR_CONSTBUFFER,
333 } WINED3DSHADER_PARAM_REGISTER_TYPE;
335 enum wined3d_immconst_type
337 WINED3D_IMMCONST_FLOAT,
338 WINED3D_IMMCONST_FLOAT4,
341 typedef enum _WINED3DVS_RASTOUT_OFFSETS
343 WINED3DSRO_POSITION = 0,
345 WINED3DSRO_POINT_SIZE = 2,
346 } WINED3DVS_RASTOUT_OFFSETS;
348 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
350 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
352 WINED3DSPSM_NONE = 0,
354 WINED3DSPSM_BIAS = 2,
355 WINED3DSPSM_BIASNEG = 3,
356 WINED3DSPSM_SIGN = 4,
357 WINED3DSPSM_SIGNNEG = 5,
358 WINED3DSPSM_COMP = 6,
360 WINED3DSPSM_X2NEG = 8,
363 WINED3DSPSM_ABS = 11,
364 WINED3DSPSM_ABSNEG = 12,
365 WINED3DSPSM_NOT = 13,
366 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
368 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
369 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
370 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
371 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
372 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
374 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
376 WINED3DSPDM_NONE = 0,
377 WINED3DSPDM_SATURATE = 1,
378 WINED3DSPDM_PARTIALPRECISION = 2,
379 WINED3DSPDM_MSAMPCENTROID = 4,
380 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
382 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
404 WINED3DSIO_M4x4 = 20,
405 WINED3DSIO_M4x3 = 21,
406 WINED3DSIO_M3x4 = 22,
407 WINED3DSIO_M3x3 = 23,
408 WINED3DSIO_M3x2 = 24,
409 WINED3DSIO_CALL = 25,
410 WINED3DSIO_CALLNZ = 26,
411 WINED3DSIO_LOOP = 27,
413 WINED3DSIO_ENDLOOP = 29,
414 WINED3DSIO_LABEL = 30,
421 WINED3DSIO_SINCOS = 37,
423 WINED3DSIO_ENDREP = 39,
426 WINED3DSIO_ELSE = 42,
427 WINED3DSIO_ENDIF = 43,
428 WINED3DSIO_BREAK = 44,
429 WINED3DSIO_BREAKC = 45,
430 WINED3DSIO_MOVA = 46,
431 WINED3DSIO_DEFB = 47,
432 WINED3DSIO_DEFI = 48,
434 WINED3DSIO_TEXCOORD = 64,
435 WINED3DSIO_TEXKILL = 65,
437 WINED3DSIO_TEXBEM = 67,
438 WINED3DSIO_TEXBEML = 68,
439 WINED3DSIO_TEXREG2AR = 69,
440 WINED3DSIO_TEXREG2GB = 70,
441 WINED3DSIO_TEXM3x2PAD = 71,
442 WINED3DSIO_TEXM3x2TEX = 72,
443 WINED3DSIO_TEXM3x3PAD = 73,
444 WINED3DSIO_TEXM3x3TEX = 74,
445 WINED3DSIO_TEXM3x3DIFF = 75,
446 WINED3DSIO_TEXM3x3SPEC = 76,
447 WINED3DSIO_TEXM3x3VSPEC = 77,
448 WINED3DSIO_EXPP = 78,
449 WINED3DSIO_LOGP = 79,
452 WINED3DSIO_TEXREG2RGB = 82,
453 WINED3DSIO_TEXDP3TEX = 83,
454 WINED3DSIO_TEXM3x2DEPTH = 84,
455 WINED3DSIO_TEXDP3 = 85,
456 WINED3DSIO_TEXM3x3 = 86,
457 WINED3DSIO_TEXDEPTH = 87,
460 WINED3DSIO_DP2ADD = 90,
463 WINED3DSIO_TEXLDD = 93,
464 WINED3DSIO_SETP = 94,
465 WINED3DSIO_TEXLDL = 95,
466 WINED3DSIO_BREAKP = 96,
468 WINED3DSIO_PHASE = 0xfffd,
469 WINED3DSIO_COMMENT = 0xfffe,
470 WINED3DSIO_END = 0Xffff,
471 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
473 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
474 #define WINED3DSI_TEXLD_PROJECT 1
475 #define WINED3DSI_TEXLD_BIAS 2
477 typedef enum COMPARISON_TYPE
487 #define WINED3D_SM1_VS 0xfffe
488 #define WINED3D_SM1_PS 0xffff
489 #define WINED3D_SM4_PS 0x0000
490 #define WINED3D_SM4_VS 0x0001
491 #define WINED3D_SM4_GS 0x0002
493 /* Shader version tokens, and shader end tokens */
494 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
495 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
497 /* Shader backends */
499 /* TODO: Make this dynamic, based on shader limits ? */
500 #define MAX_ATTRIBS 16
501 #define MAX_REG_ADDR 1
502 #define MAX_REG_TEMP 32
503 #define MAX_REG_TEXCRD 8
504 #define MAX_REG_INPUT 12
505 #define MAX_REG_OUTPUT 12
506 #define MAX_CONST_I 16
507 #define MAX_CONST_B 16
509 /* FIXME: This needs to go up to 2048 for
510 * Shader model 3 according to msdn (and for software shaders) */
511 #define MAX_LABELS 16
513 #define SHADER_PGMSIZE 65535
515 struct wined3d_shader_buffer
523 enum WINED3D_SHADER_INSTRUCTION_HANDLER
592 WINED3DSIH_TEXDP3TEX,
596 WINED3DSIH_TEXM3x2DEPTH,
597 WINED3DSIH_TEXM3x2PAD,
598 WINED3DSIH_TEXM3x2TEX,
600 WINED3DSIH_TEXM3x3DIFF,
601 WINED3DSIH_TEXM3x3PAD,
602 WINED3DSIH_TEXM3x3SPEC,
603 WINED3DSIH_TEXM3x3TEX,
604 WINED3DSIH_TEXM3x3VSPEC,
605 WINED3DSIH_TEXREG2AR,
606 WINED3DSIH_TEXREG2GB,
607 WINED3DSIH_TEXREG2RGB,
608 WINED3DSIH_TABLE_SIZE
611 enum wined3d_shader_type
613 WINED3D_SHADER_TYPE_PIXEL,
614 WINED3D_SHADER_TYPE_VERTEX,
615 WINED3D_SHADER_TYPE_GEOMETRY,
618 struct wined3d_shader_version
620 enum wined3d_shader_type type;
625 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
627 typedef struct shader_reg_maps
629 struct wined3d_shader_version shader_version;
630 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
631 BYTE address; /* MAX_REG_ADDR, 1 */
632 WORD labels; /* MAX_LABELS, 16 */
633 DWORD temporary; /* MAX_REG_TEMP, 32 */
634 DWORD *constf; /* pixel, vertex */
635 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
636 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
637 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
638 WORD integer_constants; /* MAX_CONST_I, 16 */
639 WORD boolean_constants; /* MAX_CONST_B, 16 */
640 WORD local_int_consts; /* MAX_CONST_I, 16 */
641 WORD local_bool_consts; /* MAX_CONST_B, 16 */
643 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
644 BYTE bumpmat; /* MAX_TEXTURES, 8 */
645 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
654 WORD usesrelconstF : 1;
661 /* Whether or not loops are used in this shader, and nesting depth */
663 unsigned highest_render_target;
667 struct wined3d_shader_context
669 IWineD3DBaseShader *shader;
670 const struct shader_reg_maps *reg_maps;
671 struct wined3d_shader_buffer *buffer;
675 struct wined3d_shader_register
677 WINED3DSHADER_PARAM_REGISTER_TYPE type;
680 const struct wined3d_shader_src_param *rel_addr;
681 enum wined3d_immconst_type immconst_type;
682 DWORD immconst_data[4];
685 struct wined3d_shader_dst_param
687 struct wined3d_shader_register reg;
693 struct wined3d_shader_src_param
695 struct wined3d_shader_register reg;
700 struct wined3d_shader_instruction
702 const struct wined3d_shader_context *ctx;
703 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
708 const struct wined3d_shader_dst_param *dst;
710 const struct wined3d_shader_src_param *src;
713 struct wined3d_shader_semantic
715 WINED3DDECLUSAGE usage;
717 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
718 struct wined3d_shader_dst_param reg;
721 struct wined3d_shader_attribute
723 WINED3DDECLUSAGE usage;
727 struct wined3d_shader_loop_control
734 struct wined3d_shader_frontend
736 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
737 void (*shader_free)(void *data);
738 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
739 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
740 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
741 struct wined3d_shader_src_param *src_rel_addr);
742 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
743 struct wined3d_shader_src_param *dst_rel_addr);
744 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
745 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
746 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
749 extern const struct wined3d_shader_frontend sm1_shader_frontend;
750 extern const struct wined3d_shader_frontend sm4_shader_frontend;
752 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
755 DWORD VertexShaderVersion;
756 DWORD MaxVertexShaderConst;
758 DWORD PixelShaderVersion;
759 float PixelShader1xMaxValue;
760 DWORD MaxPixelShaderConst;
762 WINED3DVSHADERCAPS2_0 VS20Caps;
763 WINED3DPSHADERCAPS2_0 PS20Caps;
765 DWORD MaxVShaderInstructionsExecuted;
766 DWORD MaxPShaderInstructionsExecuted;
767 DWORD MaxVertexShader30InstructionSlots;
768 DWORD MaxPixelShader30InstructionSlots;
783 enum vertexprocessing_mode {
789 #define WINED3D_CONST_NUM_UNUSED ~0U
798 /* Stateblock dependent parameters which have to be hardcoded
799 * into the shader code
801 struct ps_compile_args {
802 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
803 enum vertexprocessing_mode vp_mode;
805 /* Projected textures(ps 1.0-1.3) */
806 /* Texture types(2D, Cube, 3D) in ps 1.x */
807 BOOL srgb_correction;
809 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
810 D3D9 has a limit of 16 samplers and the fixup is superfluous
811 in D3D10 (unconditional NP2 support mandatory). */
819 struct vs_compile_args {
821 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
824 struct wined3d_context;
827 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
828 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
829 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
830 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
831 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
832 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
833 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
834 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
835 void (*shader_destroy)(IWineD3DBaseShader *iface);
836 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
837 void (*shader_free_private)(IWineD3DDevice *iface);
838 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
839 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
840 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
841 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
844 extern const shader_backend_t glsl_shader_backend;
845 extern const shader_backend_t arb_program_shader_backend;
846 extern const shader_backend_t none_shader_backend;
850 extern void (* CDECL wine_tsx11_lock_ptr)(void);
851 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
853 /* As GLX relies on X, this is needed */
857 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
858 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
860 #define ENTER_GL() wine_tsx11_lock_ptr()
861 #define LEAVE_GL() wine_tsx11_unlock_ptr()
864 /*****************************************************************************
868 /* GL related defines */
869 /* ------------------ */
870 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
871 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
872 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
873 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
875 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
876 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
877 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
878 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
880 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
881 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
882 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
883 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
885 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
886 (vec)[0] = D3DCOLOR_R(dw); \
887 (vec)[1] = D3DCOLOR_G(dw); \
888 (vec)[2] = D3DCOLOR_B(dw); \
889 (vec)[3] = D3DCOLOR_A(dw); \
892 /* DirectX Device Limits */
893 /* --------------------- */
894 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
895 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
896 See MaxStreams in MSDN under GetDeviceCaps */
897 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
899 /* Checking of API calls */
900 /* --------------------- */
901 #ifndef WINE_NO_DEBUG_MSGS
902 #define checkGLcall(A) \
905 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
906 err = glGetError(); \
907 if (err == GL_NO_ERROR) { \
908 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
911 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
912 debug_glerror(err), err, A, __FILE__, __LINE__); \
913 err = glGetError(); \
914 } while (err != GL_NO_ERROR); \
917 #define checkGLcall(A) do {} while(0)
920 /* Trace routines / diagnostics */
921 /* ---------------------------- */
923 /* Dump out a matrix and copy it */
924 #define conv_mat(mat,gl_mat) \
926 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
927 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
928 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
929 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
930 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
933 /* Macro to dump out the current state of the light chain */
934 #define DUMP_LIGHT_CHAIN() \
936 PLIGHTINFOEL *el = This->stateBlock->lights;\
938 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
943 /* Trace vector and strided data information */
944 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
945 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
946 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
947 si->elements[name].buffer_object, si->elements[name].stream_idx);
949 /* Defines used for optimizations */
951 /* Only reapply what is necessary */
952 #define REAPPLY_ALPHAOP 0x0001
953 #define REAPPLY_ALL 0xFFFF
955 /* Advance declaration of structures to satisfy compiler */
956 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
957 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
958 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
959 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
961 /* Global variables */
962 extern const float identity[16];
964 /*****************************************************************************
965 * Compilable extra diagnostics
968 /* Trace information per-vertex: (extremely high amount of trace) */
969 #if 0 /* NOTE: Must be 0 in cvs */
970 # define VTRACE(A) TRACE A
975 /* TODO: Confirm each of these works when wined3d move completed */
976 #if 0 /* NOTE: Must be 0 in cvs */
977 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
978 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
979 is enabled, and if it doesn't exist it is disabled. */
980 # define FRAME_DEBUGGING
981 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
982 the file is deleted */
983 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
984 # define SINGLE_FRAME_DEBUGGING
986 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
987 It can only be enabled when FRAME_DEBUGGING is also enabled
988 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
990 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
991 # define SHOW_FRAME_MAKEUP 1
993 /* The following, when enabled, lets you see the makeup of the all the textures used during each
994 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
995 The contents of the textures assigned to each stage are written into
996 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
997 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
998 # define SHOW_TEXTURE_MAKEUP 0
1001 extern BOOL isDumpingFrames;
1002 extern LONG primCounter;
1005 enum wined3d_ffp_idx
1007 WINED3D_FFP_POSITION = 0,
1008 WINED3D_FFP_BLENDWEIGHT = 1,
1009 WINED3D_FFP_BLENDINDICES = 2,
1010 WINED3D_FFP_NORMAL = 3,
1011 WINED3D_FFP_PSIZE = 4,
1012 WINED3D_FFP_DIFFUSE = 5,
1013 WINED3D_FFP_SPECULAR = 6,
1014 WINED3D_FFP_TEXCOORD0 = 7,
1015 WINED3D_FFP_TEXCOORD1 = 8,
1016 WINED3D_FFP_TEXCOORD2 = 9,
1017 WINED3D_FFP_TEXCOORD3 = 10,
1018 WINED3D_FFP_TEXCOORD4 = 11,
1019 WINED3D_FFP_TEXCOORD5 = 12,
1020 WINED3D_FFP_TEXCOORD6 = 13,
1021 WINED3D_FFP_TEXCOORD7 = 14,
1024 enum wined3d_ffp_emit_idx
1026 WINED3D_FFP_EMIT_FLOAT1 = 0,
1027 WINED3D_FFP_EMIT_FLOAT2 = 1,
1028 WINED3D_FFP_EMIT_FLOAT3 = 2,
1029 WINED3D_FFP_EMIT_FLOAT4 = 3,
1030 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1031 WINED3D_FFP_EMIT_UBYTE4 = 5,
1032 WINED3D_FFP_EMIT_SHORT2 = 6,
1033 WINED3D_FFP_EMIT_SHORT4 = 7,
1034 WINED3D_FFP_EMIT_UBYTE4N = 8,
1035 WINED3D_FFP_EMIT_SHORT2N = 9,
1036 WINED3D_FFP_EMIT_SHORT4N = 10,
1037 WINED3D_FFP_EMIT_USHORT2N = 11,
1038 WINED3D_FFP_EMIT_USHORT4N = 12,
1039 WINED3D_FFP_EMIT_UDEC3 = 13,
1040 WINED3D_FFP_EMIT_DEC3N = 14,
1041 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1042 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1043 WINED3D_FFP_EMIT_COUNT = 17
1046 struct wined3d_stream_info_element
1048 const struct GlPixelFormatDesc *format_desc;
1052 GLuint buffer_object;
1055 struct wined3d_stream_info
1057 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1058 BOOL position_transformed;
1059 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1060 WORD use_map; /* MAX_ATTRIBS, 16 */
1063 /*****************************************************************************
1067 /* Routine common to the draw primitive and draw indexed primitive routines */
1068 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1069 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1070 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1072 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1073 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1074 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1075 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1076 extern glAttribFunc specular_func_3ubv;
1077 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1078 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1079 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1083 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1084 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1086 /* Routines and structures related to state management */
1088 #define STATE_RENDER(a) (a)
1089 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1091 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1092 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1094 /* + 1 because samplers start with 0 */
1095 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1096 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1098 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1099 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1101 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1102 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1104 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1105 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1106 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1107 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1109 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1110 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1112 #define STATE_VSHADER (STATE_VDECL + 1)
1113 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1115 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1116 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1118 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1119 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1120 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1121 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1123 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1124 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1126 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1127 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1129 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1130 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1132 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1134 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1136 #define STATE_HIGHEST (STATE_FRONTFACE)
1144 #define WINED3D_MAX_FBO_ENTRIES 64
1146 struct wined3d_occlusion_query
1150 struct wined3d_context *context;
1153 struct wined3d_event_query
1157 struct wined3d_context *context;
1160 struct wined3d_context
1162 const struct wined3d_gl_info *gl_info;
1163 /* State dirtification
1164 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1165 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1166 * 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
1167 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1169 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1170 DWORD numDirtyEntries;
1171 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1173 IWineD3DSurface *surface;
1174 IWineD3DSurface *current_rt;
1175 DWORD tid; /* Thread ID which owns this context at the moment */
1177 /* Stores some information about the context state for optimization */
1178 WORD render_offscreen : 1;
1179 WORD draw_buffer_dirty : 1;
1180 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1181 WORD last_was_pshader : 1;
1182 WORD last_was_vshader : 1;
1183 WORD namedArraysLoaded : 1;
1184 WORD numberedArraysLoaded : 1;
1185 WORD last_was_blit : 1;
1186 WORD last_was_ckey : 1;
1189 WORD fog_enabled : 1;
1190 WORD num_untracked_materials : 2; /* Max value 2 */
1193 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1194 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1195 DWORD numbered_array_mask;
1196 GLenum tracking_parm; /* Which source is tracking current colour */
1197 GLenum untracked_materials[2];
1198 UINT blit_w, blit_h;
1199 enum fogsource fog_source;
1201 char *vshader_const_dirty, *pshader_const_dirty;
1203 /* The actual opengl context */
1207 HPBUFFERARB pbuffer;
1211 UINT fbo_entry_count;
1212 struct list fbo_list;
1213 struct fbo_entry *current_fbo;
1216 GLuint fbo_read_binding;
1217 GLuint fbo_draw_binding;
1220 GLuint *free_occlusion_queries;
1221 UINT free_occlusion_query_size;
1222 UINT free_occlusion_query_count;
1223 struct list occlusion_queries;
1225 GLuint *free_event_queries;
1226 UINT free_event_query_size;
1227 UINT free_event_query_count;
1228 struct list event_queries;
1230 /* Extension emulation */
1231 GLint gl_fog_source;
1232 GLfloat fog_coord_value;
1233 GLfloat color[4], fogstart, fogend, fogcolor[4];
1234 GLuint dummy_arbfp_prog;
1237 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1241 DWORD representative;
1242 APPLYSTATEFUNC apply;
1245 struct StateEntryTemplate
1248 struct StateEntry content;
1249 GL_SupportedExt extension;
1252 struct fragment_caps
1254 DWORD PrimitiveMiscCaps;
1255 DWORD TextureOpCaps;
1256 DWORD MaxTextureBlendStages;
1257 DWORD MaxSimultaneousTextures;
1260 struct fragment_pipeline
1262 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1263 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1264 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1265 void (*free_private)(IWineD3DDevice *iface);
1266 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1267 const struct StateEntryTemplate *states;
1268 BOOL ffp_proj_control;
1271 extern const struct StateEntryTemplate misc_state_template[];
1272 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1273 extern const struct fragment_pipeline ffp_fragment_pipeline;
1274 extern const struct fragment_pipeline atifs_fragment_pipeline;
1275 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1276 extern const struct fragment_pipeline nvts_fragment_pipeline;
1277 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1279 /* "Base" state table */
1280 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1281 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1282 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1284 /* Shaders for color conversions in blits */
1287 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1288 void (*free_private)(IWineD3DDevice *iface);
1289 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1290 GLenum textype, UINT width, UINT height);
1291 void (*unset_shader)(IWineD3DDevice *iface);
1292 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1295 extern const struct blit_shader ffp_blit;
1296 extern const struct blit_shader arbfp_blit;
1298 typedef enum ContextUsage {
1299 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1300 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1301 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1302 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1305 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
1306 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1307 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1308 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
1309 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
1310 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
1311 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1312 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
1313 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1314 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1315 void context_attach_surface_fbo(const struct wined3d_context *context,
1316 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1317 void context_free_event_query(struct wined3d_event_query *query);
1318 void context_free_occlusion_query(struct wined3d_occlusion_query *query);
1319 struct wined3d_context *context_get_current(void);
1320 DWORD context_get_tls_idx(void);
1321 BOOL context_set_current(struct wined3d_context *ctx);
1322 void context_set_tls_idx(DWORD idx);
1324 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1325 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1327 /* Macros for doing basic GPU detection based on opengl capabilities */
1328 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1329 #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])
1330 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1331 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1333 /* Default callbacks for implicit object destruction */
1334 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1336 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1338 /*****************************************************************************
1339 * Internal representation of a light
1341 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1342 struct PLIGHTINFOEL {
1343 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1344 DWORD OriginalIndex;
1347 BOOL enabledChanged;
1350 /* Converted parms to speed up swapping lights */
1359 /* The default light parameters */
1360 extern const WINED3DLIGHT WINED3D_default_light;
1362 typedef struct WineD3D_PixelFormat
1364 int iPixelFormat; /* WGL pixel format */
1365 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1366 int redSize, greenSize, blueSize, alphaSize;
1367 int depthSize, stencilSize;
1368 BOOL windowDrawable;
1369 BOOL pbufferDrawable;
1373 } WineD3D_PixelFormat;
1375 /* The adapter structure */
1376 struct WineD3DAdapter
1381 struct wined3d_gl_info gl_info;
1383 const char *description;
1384 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1386 WineD3D_PixelFormat *cfgs;
1387 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1388 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1389 unsigned int UsedTextureRam;
1392 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1393 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1394 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1395 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1397 /*****************************************************************************
1398 * High order patch management
1400 struct WineD3DRectPatch
1404 WineDirect3DVertexStridedData strided;
1405 WINED3DRECTPATCH_INFO RectPatchInfo;
1407 char has_normals, has_texcoords;
1411 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1413 enum projection_types
1426 /*****************************************************************************
1427 * Fixed function pipeline replacements
1429 #define ARG_UNUSED 0xff
1430 struct texture_stage_op
1442 struct color_fixup_desc color_fixup;
1443 unsigned tex_type : 3;
1445 unsigned projected : 2;
1446 unsigned padding : 10;
1449 struct ffp_frag_settings {
1450 struct texture_stage_op op[MAX_TEXTURES];
1452 /* Use shorts instead of chars to get dword alignment */
1453 unsigned short sRGB_write;
1454 unsigned short emul_clipplanes;
1457 struct ffp_frag_desc
1459 struct wine_rb_entry entry;
1460 struct ffp_frag_settings settings;
1463 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1465 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1466 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1467 const struct ffp_frag_settings *settings);
1468 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1470 /*****************************************************************************
1471 * IWineD3D implementation structure
1473 typedef struct IWineD3DImpl
1475 /* IUnknown fields */
1476 const IWineD3DVtbl *lpVtbl;
1477 LONG ref; /* Note: Ref counting not required */
1479 /* WineD3D Information */
1484 struct WineD3DAdapter adapters[1];
1487 extern const IWineD3DVtbl IWineD3D_Vtbl;
1489 BOOL InitAdapters(IWineD3DImpl *This);
1491 /* A helper function that dumps a resource list */
1492 void dumpResources(struct list *list);
1494 /*****************************************************************************
1495 * IWineD3DDevice implementation structure
1497 #define WINED3D_UNMAPPED_STAGE ~0U
1499 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1500 #define WINED3DCREATE_MULTITHREADED 0x00000004
1502 struct IWineD3DDeviceImpl
1504 /* IUnknown fields */
1505 const IWineD3DDeviceVtbl *lpVtbl;
1506 LONG ref; /* Note: Ref counting not required */
1508 /* WineD3D Information */
1510 IWineD3DDeviceParent *device_parent;
1512 struct WineD3DAdapter *adapter;
1514 /* Window styles to restore when switching fullscreen mode */
1518 /* X and GL Information */
1519 GLint maxConcurrentLights;
1520 GLenum offscreenBuffer;
1522 /* Selected capabilities */
1523 int vs_selected_mode;
1524 int ps_selected_mode;
1525 const shader_backend_t *shader_backend;
1527 void *fragment_priv;
1529 struct StateEntry StateTable[STATE_HIGHEST + 1];
1530 /* Array of functions for states which are handled by more than one pipeline part */
1531 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1532 const struct fragment_pipeline *frag_pipe;
1533 const struct blit_shader *blitter;
1535 unsigned int max_ffp_textures, max_ffp_texture_stages;
1536 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1539 WORD view_ident : 1; /* true iff view matrix is identity */
1540 WORD untransformed : 1;
1541 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1542 WORD isRecordingState : 1;
1544 WORD bCursorVisible : 1;
1545 WORD haveHardwareCursor : 1;
1546 WORD d3d_initialized : 1;
1547 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1548 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1549 WORD useDrawStridedSlow : 1;
1550 WORD instancedDraw : 1;
1553 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1555 #define DDRAW_PITCH_ALIGNMENT 8
1556 #define D3D8_PITCH_ALIGNMENT 4
1557 unsigned char surface_alignment; /* Line Alignment of surfaces */
1559 /* State block related */
1560 IWineD3DStateBlockImpl *stateBlock;
1561 IWineD3DStateBlockImpl *updateStateBlock;
1563 /* Internal use fields */
1564 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1566 WINED3DDEVTYPE devType;
1568 IWineD3DSwapChain **swapchains;
1569 UINT NumberOfSwapChains;
1571 struct list resources; /* a linked list to track resources created by the device */
1572 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1573 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1575 /* Render Target Support */
1576 IWineD3DSurface **render_targets;
1577 IWineD3DSurface *auto_depth_stencil_buffer;
1578 IWineD3DSurface *stencilBufferTarget;
1580 /* palettes texture management */
1581 UINT NumberOfPalettes;
1582 PALETTEENTRY **palettes;
1583 UINT currentPalette;
1584 UINT paletteConversionShader;
1586 /* For rendering to a texture using glCopyTexImage */
1587 GLenum *draw_buffers;
1588 GLuint depth_blt_texture;
1589 GLuint depth_blt_rb;
1590 UINT depth_blt_rb_w;
1591 UINT depth_blt_rb_h;
1593 /* Cursor management */
1598 UINT cursorWidth, cursorHeight;
1599 GLuint cursorTexture;
1600 HCURSOR hardwareCursor;
1602 /* The Wine logo surface */
1603 IWineD3DSurface *logo_surface;
1605 /* Textures for when no other textures are mapped */
1606 UINT dummyTextureName[MAX_TEXTURES];
1608 /* Device state management */
1611 /* DirectDraw stuff */
1612 DWORD ddraw_width, ddraw_height;
1613 WINED3DFORMAT ddraw_format;
1615 /* Final position fixup constant */
1618 /* With register combiners we can skip junk texture stages */
1619 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1620 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1622 /* Stream source management */
1623 struct wined3d_stream_info strided_streams;
1624 const WineDirect3DVertexStridedData *up_strided;
1626 /* Context management */
1627 struct wined3d_context **contexts;
1629 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1630 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1632 /* High level patch management */
1633 #define PATCHMAP_SIZE 43
1634 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1635 struct list patches[PATCHMAP_SIZE];
1636 struct WineD3DRectPatch *currentPatch;
1639 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1641 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1642 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1643 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1644 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1645 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1646 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1647 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1648 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1649 float Z, DWORD Stencil);
1650 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1651 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1652 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1654 DWORD idx = state >> 5;
1655 BYTE shift = state & 0x1f;
1656 return context->isStateDirty[idx] & (1 << shift);
1659 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1660 typedef struct PrivateData
1665 DWORD flags; /* DDSPD_* */
1676 /*****************************************************************************
1677 * IWineD3DResource implementation structure
1679 typedef struct IWineD3DResourceClass
1681 /* IUnknown fields */
1682 LONG ref; /* Note: Ref counting not required */
1684 /* WineD3DResource Information */
1686 WINED3DRESOURCETYPE resourceType;
1687 IWineD3DDeviceImpl *wineD3DDevice;
1691 const struct GlPixelFormatDesc *format_desc;
1693 BYTE *allocatedMemory; /* Pointer to the real data location */
1694 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1695 struct list privateData;
1696 struct list resource_list_entry;
1698 } IWineD3DResourceClass;
1700 typedef struct IWineD3DResourceImpl
1702 /* IUnknown & WineD3DResource Information */
1703 const IWineD3DResourceVtbl *lpVtbl;
1704 IWineD3DResourceClass resource;
1705 } IWineD3DResourceImpl;
1707 void resource_cleanup(IWineD3DResource *iface);
1708 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1709 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1710 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1711 DWORD resource_get_priority(IWineD3DResource *iface);
1712 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1713 void *data, DWORD *data_size);
1714 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1715 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1716 WINED3DPOOL pool, IUnknown *parent);
1717 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1718 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1719 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1720 const void *data, DWORD data_size, DWORD flags);
1722 /* Tests show that the start address of resources is 32 byte aligned */
1723 #define RESOURCE_ALIGNMENT 32
1725 /*****************************************************************************
1726 * IWineD3DBaseTexture D3D- > openGL state map lookups
1729 typedef enum winetexturestates {
1730 WINED3DTEXSTA_ADDRESSU = 0,
1731 WINED3DTEXSTA_ADDRESSV = 1,
1732 WINED3DTEXSTA_ADDRESSW = 2,
1733 WINED3DTEXSTA_BORDERCOLOR = 3,
1734 WINED3DTEXSTA_MAGFILTER = 4,
1735 WINED3DTEXSTA_MINFILTER = 5,
1736 WINED3DTEXSTA_MIPFILTER = 6,
1737 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1738 WINED3DTEXSTA_MAXANISOTROPY = 8,
1739 WINED3DTEXSTA_SRGBTEXTURE = 9,
1740 WINED3DTEXSTA_ELEMENTINDEX = 10,
1741 WINED3DTEXSTA_DMAPOFFSET = 11,
1742 WINED3DTEXSTA_TSSADDRESSW = 12,
1743 MAX_WINETEXTURESTATES = 13,
1744 } winetexturestates;
1748 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1749 SRGB_RGB = 1, /* Loads the rgb texture */
1750 SRGB_SRGB = 2, /* Loads the srgb texture */
1751 SRGB_BOTH = 3, /* Loads both textures */
1754 /*****************************************************************************
1755 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1757 typedef struct IWineD3DBaseTextureClass
1759 DWORD states[MAX_WINETEXTURESTATES];
1760 DWORD srgbstates[MAX_WINETEXTURESTATES];
1762 BOOL dirty, srgbDirty;
1763 UINT textureName, srgbTextureName;
1764 float pow2Matrix[16];
1766 WINED3DTEXTUREFILTERTYPE filterType;
1770 BOOL pow2Matrix_identity;
1771 const struct min_lookup *minMipLookup;
1772 const GLenum *magLookup;
1773 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1774 } IWineD3DBaseTextureClass;
1776 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1778 typedef struct IWineD3DBaseTextureImpl
1780 /* IUnknown & WineD3DResource Information */
1781 const IWineD3DBaseTextureVtbl *lpVtbl;
1782 IWineD3DResourceClass resource;
1783 IWineD3DBaseTextureClass baseTexture;
1785 } IWineD3DBaseTextureImpl;
1787 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1788 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1789 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1790 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1791 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1792 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1793 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1794 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1795 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1796 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1797 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1798 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1799 WINED3DPOOL pool, IUnknown *parent);
1800 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1801 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1802 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1803 void basetexture_unload(IWineD3DBaseTexture *iface);
1805 /*****************************************************************************
1806 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1808 typedef struct IWineD3DTextureImpl
1810 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1811 const IWineD3DTextureVtbl *lpVtbl;
1812 IWineD3DResourceClass resource;
1813 IWineD3DBaseTextureClass baseTexture;
1815 /* IWineD3DTexture */
1816 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1820 } IWineD3DTextureImpl;
1822 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1824 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1825 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1827 /*****************************************************************************
1828 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1830 typedef struct IWineD3DCubeTextureImpl
1832 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1833 const IWineD3DCubeTextureVtbl *lpVtbl;
1834 IWineD3DResourceClass resource;
1835 IWineD3DBaseTextureClass baseTexture;
1837 /* IWineD3DCubeTexture */
1838 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1839 } IWineD3DCubeTextureImpl;
1841 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1843 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1844 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1846 typedef struct _WINED3DVOLUMET_DESC
1851 } WINED3DVOLUMET_DESC;
1853 /*****************************************************************************
1854 * IWineD3DVolume implementation structure (extends IUnknown)
1856 typedef struct IWineD3DVolumeImpl
1858 /* IUnknown & WineD3DResource fields */
1859 const IWineD3DVolumeVtbl *lpVtbl;
1860 IWineD3DResourceClass resource;
1862 /* WineD3DVolume Information */
1863 WINED3DVOLUMET_DESC currentDesc;
1864 IWineD3DBase *container;
1867 WINED3DBOX lockedBox;
1868 WINED3DBOX dirtyBox;
1870 } IWineD3DVolumeImpl;
1872 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1874 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1876 /*****************************************************************************
1877 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1879 typedef struct IWineD3DVolumeTextureImpl
1881 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1882 const IWineD3DVolumeTextureVtbl *lpVtbl;
1883 IWineD3DResourceClass resource;
1884 IWineD3DBaseTextureClass baseTexture;
1886 /* IWineD3DVolumeTexture */
1887 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1888 } IWineD3DVolumeTextureImpl;
1890 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1892 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1893 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1895 typedef struct _WINED3DSURFACET_DESC
1897 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1898 DWORD MultiSampleQuality;
1901 } WINED3DSURFACET_DESC;
1903 /*****************************************************************************
1904 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1906 typedef struct wineD3DSurface_DIB {
1912 } wineD3DSurface_DIB;
1919 } renderbuffer_entry_t;
1924 IWineD3DSurface **render_targets;
1925 IWineD3DSurface *depth_stencil;
1930 /*****************************************************************************
1931 * IWineD3DClipp implementation structure
1933 typedef struct IWineD3DClipperImpl
1935 const IWineD3DClipperVtbl *lpVtbl;
1940 } IWineD3DClipperImpl;
1943 /*****************************************************************************
1944 * IWineD3DSurface implementation structure
1946 struct IWineD3DSurfaceImpl
1948 /* IUnknown & IWineD3DResource Information */
1949 const IWineD3DSurfaceVtbl *lpVtbl;
1950 IWineD3DResourceClass resource;
1952 /* IWineD3DSurface fields */
1953 IWineD3DBase *container;
1954 WINED3DSURFACET_DESC currentDesc;
1955 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1956 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1958 /* TODO: move this off into a management class(maybe!) */
1964 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1965 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1967 /* Oversized texture */
1972 GLuint texture_name;
1973 GLuint texture_name_srgb;
1974 GLint texture_level;
1975 GLenum texture_target;
1980 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1983 wineD3DSurface_DIB dib;
1986 /* Color keys for DDraw */
1987 WINEDDCOLORKEY DestBltCKey;
1988 WINEDDCOLORKEY DestOverlayCKey;
1989 WINEDDCOLORKEY SrcOverlayCKey;
1990 WINEDDCOLORKEY SrcBltCKey;
1993 WINEDDCOLORKEY glCKey;
1995 struct list renderbuffers;
1996 renderbuffer_entry_t *current_renderbuffer;
1998 /* DirectDraw clippers */
1999 IWineD3DClipper *clipper;
2001 /* DirectDraw Overlay handling */
2002 RECT overlay_srcrect;
2003 RECT overlay_destrect;
2004 IWineD3DSurfaceImpl *overlay_dest;
2005 struct list overlays;
2006 struct list overlay_entry;
2009 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2010 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
2012 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
2013 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
2014 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2015 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2016 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2017 WINED3DPOOL pool, IUnknown *parent);
2019 /* Predeclare the shared Surface functions */
2020 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
2021 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
2022 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
2023 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
2027 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
2028 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
2029 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2040 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2041 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2046 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2047 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2050 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2051 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2052 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2053 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2054 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2055 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2056 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2057 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2059 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
2060 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2061 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2062 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
2064 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2066 /* Surface flags: */
2067 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2068 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2069 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2070 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2071 #define SFLAG_DISCARD 0x00000010 /* ??? */
2072 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2073 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2074 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2075 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2076 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2077 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2078 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2079 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2080 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2081 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2082 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2083 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2084 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2085 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2086 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2087 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2088 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2089 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2090 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2091 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2093 /* In some conditions the surface memory must not be freed:
2094 * SFLAG_OVERSIZE: Not all data can be kept in GL
2095 * SFLAG_CONVERTED: Converting the data back would take too long
2096 * SFLAG_DIBSECTION: The dib code manages the memory
2097 * SFLAG_LOCKED: The app requires access to the surface data
2098 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2099 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2100 * SFLAG_CLIENT: OpenGL uses our memory as backup
2102 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2104 SFLAG_DIBSECTION | \
2111 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2113 SFLAG_INDRAWABLE | \
2116 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2118 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2120 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2125 CONVERT_PALETTED_CK,
2129 CONVERT_CK_4444_ARGB,
2134 CONVERT_CK_8888_ARGB,
2150 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);
2152 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2154 /*****************************************************************************
2155 * IWineD3DVertexDeclaration implementation structure
2157 #define MAX_ATTRIBS 16
2159 struct wined3d_vertex_declaration_element
2161 const struct GlPixelFormatDesc *format_desc;
2171 typedef struct IWineD3DVertexDeclarationImpl {
2172 /* IUnknown Information */
2173 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2177 IWineD3DDeviceImpl *wineD3DDevice;
2179 struct wined3d_vertex_declaration_element *elements;
2182 DWORD streams[MAX_STREAMS];
2184 BOOL position_transformed;
2185 BOOL half_float_conv_needed;
2186 } IWineD3DVertexDeclarationImpl;
2188 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2190 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2191 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2193 /*****************************************************************************
2194 * IWineD3DStateBlock implementation structure
2197 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2198 /* Note: Very long winded but gl Lists are not flexible enough */
2199 /* to resolve everything we need, so doing it manually for now */
2200 typedef struct SAVEDSTATES {
2201 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2202 WORD streamSource; /* MAX_STREAMS, 16 */
2203 WORD streamFreq; /* MAX_STREAMS, 16 */
2204 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2205 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2206 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2207 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2208 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2209 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2210 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2211 BOOL *pixelShaderConstantsF;
2212 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2213 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2214 BOOL *vertexShaderConstantsF;
2215 WORD primitive_type : 1;
2219 WORD vertexDecl : 1;
2220 WORD pixelShader : 1;
2221 WORD vertexShader : 1;
2222 WORD scissorRect : 1;
2231 struct IWineD3DStateBlockImpl
2233 /* IUnknown fields */
2234 const IWineD3DStateBlockVtbl *lpVtbl;
2235 LONG ref; /* Note: Ref counting not required */
2237 /* IWineD3DStateBlock information */
2239 IWineD3DDeviceImpl *wineD3DDevice;
2240 WINED3DSTATEBLOCKTYPE blockType;
2242 /* Array indicating whether things have been set or changed */
2243 SAVEDSTATES changed;
2245 /* Vertex Shader Declaration */
2246 IWineD3DVertexDeclaration *vertexDecl;
2248 IWineD3DVertexShader *vertexShader;
2250 /* Vertex Shader Constants */
2251 BOOL vertexShaderConstantB[MAX_CONST_B];
2252 INT vertexShaderConstantI[MAX_CONST_I * 4];
2253 float *vertexShaderConstantF;
2255 /* primitive type */
2256 GLenum gl_primitive_type;
2260 UINT streamStride[MAX_STREAMS];
2261 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2262 IWineD3DBuffer *streamSource[MAX_STREAMS];
2263 UINT streamFreq[MAX_STREAMS + 1];
2264 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2267 IWineD3DBuffer* pIndexData;
2268 WINED3DFORMAT IndexFmt;
2269 INT baseVertexIndex;
2270 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2273 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2275 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2276 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2277 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2278 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2279 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2282 double clipplane[MAX_CLIPPLANES][4];
2283 WINED3DCLIPSTATUS clip_status;
2286 WINED3DVIEWPORT viewport;
2289 WINED3DMATERIAL material;
2292 IWineD3DPixelShader *pixelShader;
2294 /* Pixel Shader Constants */
2295 BOOL pixelShaderConstantB[MAX_CONST_B];
2296 INT pixelShaderConstantI[MAX_CONST_I * 4];
2297 float *pixelShaderConstantF;
2300 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2303 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2305 /* Texture State Stage */
2306 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2307 DWORD lowest_disabled_stage;
2308 /* Sampler States */
2309 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2311 /* Scissor test rectangle */
2314 /* Contained state management */
2315 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2316 unsigned int num_contained_render_states;
2317 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2318 unsigned int num_contained_transform_states;
2319 DWORD contained_vs_consts_i[MAX_CONST_I];
2320 unsigned int num_contained_vs_consts_i;
2321 DWORD contained_vs_consts_b[MAX_CONST_B];
2322 unsigned int num_contained_vs_consts_b;
2323 DWORD *contained_vs_consts_f;
2324 unsigned int num_contained_vs_consts_f;
2325 DWORD contained_ps_consts_i[MAX_CONST_I];
2326 unsigned int num_contained_ps_consts_i;
2327 DWORD contained_ps_consts_b[MAX_CONST_B];
2328 unsigned int num_contained_ps_consts_b;
2329 DWORD *contained_ps_consts_f;
2330 unsigned int num_contained_ps_consts_f;
2331 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2332 unsigned int num_contained_tss_states;
2333 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2334 unsigned int num_contained_sampler_states;
2337 extern void stateblock_savedstates_set(
2338 IWineD3DStateBlock* iface,
2339 SAVEDSTATES* states,
2342 extern void stateblock_copy(
2343 IWineD3DStateBlock* destination,
2344 IWineD3DStateBlock* source);
2346 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2348 /* Direct3D terminology with little modifications. We do not have an issued state
2349 * because only the driver knows about it, but we have a created state because d3d
2350 * allows GetData on a created issue, but opengl doesn't
2357 /*****************************************************************************
2358 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2360 typedef struct IWineD3DQueryImpl
2362 const IWineD3DQueryVtbl *lpVtbl;
2363 LONG ref; /* Note: Ref counting not required */
2366 /*TODO: replace with iface usage */
2368 IWineD3DDevice *wineD3DDevice;
2370 IWineD3DDeviceImpl *wineD3DDevice;
2373 /* IWineD3DQuery fields */
2374 enum query_state state;
2375 WINED3DQUERYTYPE type;
2376 /* TODO: Think about using a IUnknown instead of a void* */
2380 } IWineD3DQueryImpl;
2382 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2383 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2384 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2386 /* IWineD3DBuffer */
2388 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2389 * fixed function semantics as D3DCOLOR or FLOAT16 */
2390 enum wined3d_buffer_conversion_type
2395 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2398 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2399 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2400 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2401 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2402 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2404 struct wined3d_buffer
2406 const struct IWineD3DBufferVtbl *vtbl;
2407 IWineD3DResourceClass resource;
2409 struct wined3d_buffer_desc desc;
2411 GLuint buffer_object;
2412 GLenum buffer_object_usage;
2413 GLenum buffer_type_hint;
2414 UINT buffer_object_size;
2422 /* conversion stuff */
2423 UINT conversion_count;
2425 UINT stride; /* 0 if no conversion */
2426 UINT conversion_stride; /* 0 if no shifted conversion */
2427 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2428 /* Extra load offsets, for FLOAT16 conversion */
2429 UINT *conversion_shift; /* NULL if no shifted conversion */
2432 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2433 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2434 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2436 /* IWineD3DRendertargetView */
2437 struct wined3d_rendertarget_view
2439 const struct IWineD3DRendertargetViewVtbl *vtbl;
2442 IWineD3DResource *resource;
2446 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2448 /*****************************************************************************
2449 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2452 typedef struct IWineD3DSwapChainImpl
2455 const IWineD3DSwapChainVtbl *lpVtbl;
2456 LONG ref; /* Note: Ref counting not required */
2459 IWineD3DDeviceImpl *wineD3DDevice;
2461 /* IWineD3DSwapChain fields */
2462 IWineD3DSurface **backBuffer;
2463 IWineD3DSurface *frontBuffer;
2464 WINED3DPRESENT_PARAMETERS presentParms;
2465 DWORD orig_width, orig_height;
2466 WINED3DFORMAT orig_fmt;
2467 WINED3DGAMMARAMP orig_gamma;
2469 long prev_time, frames; /* Performance tracking */
2470 unsigned int vSyncCounter;
2472 struct wined3d_context **context;
2473 unsigned int num_contexts;
2476 } IWineD3DSwapChainImpl;
2478 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2479 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2480 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2482 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2483 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2484 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2485 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2486 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2487 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2488 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2489 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2490 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2491 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2492 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2493 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2495 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2497 /*****************************************************************************
2498 * Utility function prototypes
2501 /* Trace routines */
2502 const char* debug_d3dformat(WINED3DFORMAT fmt);
2503 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2504 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2505 const char* debug_d3dusage(DWORD usage);
2506 const char* debug_d3dusagequery(DWORD usagequery);
2507 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2508 const char* debug_d3ddeclusage(BYTE usage);
2509 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2510 const char* debug_d3drenderstate(DWORD state);
2511 const char* debug_d3dsamplerstate(DWORD state);
2512 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2513 const char* debug_d3dtexturestate(DWORD state);
2514 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2515 const char* debug_d3dpool(WINED3DPOOL pool);
2516 const char *debug_fbostatus(GLenum status);
2517 const char *debug_glerror(GLenum error);
2518 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2519 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2520 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2521 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2522 const char *debug_surflocation(DWORD flag);
2524 /* Routines for GL <-> D3D values */
2525 GLenum StencilOp(DWORD op);
2526 GLenum CompareFunc(DWORD func);
2527 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2528 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);
2529 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2530 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2531 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2532 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2533 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2534 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2535 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2536 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2537 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2539 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2540 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2541 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
2542 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2543 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2544 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2545 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2547 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2548 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2549 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2552 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2553 UINT wined3d_log2i(UINT32 x);
2554 unsigned int count_bits(unsigned int mask);
2556 typedef struct local_constant {
2562 typedef struct SHADER_LIMITS {
2563 unsigned int temporary;
2564 unsigned int texcoord;
2565 unsigned int sampler;
2566 unsigned int constant_int;
2567 unsigned int constant_float;
2568 unsigned int constant_bool;
2569 unsigned int address;
2570 unsigned int packed_output;
2571 unsigned int packed_input;
2572 unsigned int attributes;
2576 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2577 maintain state information between multiple codes */
2578 typedef struct SHADER_PARSE_STATE {
2579 unsigned int current_row;
2580 DWORD texcoord_w[2];
2581 } SHADER_PARSE_STATE;
2584 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2586 #define PRINTF_ATTR(fmt,args)
2589 /* Base Shader utility functions. */
2590 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2591 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2593 /* Vertex shader utility functions */
2594 extern BOOL vshader_get_input(
2595 IWineD3DVertexShader* iface,
2596 BYTE usage_req, BYTE usage_idx_req,
2597 unsigned int* regnum);
2599 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2601 /*****************************************************************************
2602 * IDirect3DBaseShader implementation structure
2604 typedef struct IWineD3DBaseShaderClass
2607 SHADER_LIMITS limits;
2608 SHADER_PARSE_STATE parse_state;
2610 UINT functionLength;
2611 UINT cur_loop_depth, cur_loop_regno;
2612 BOOL load_local_constsF;
2613 const struct wined3d_shader_frontend *frontend;
2614 void *frontend_data;
2616 /* Programs this shader is linked with */
2617 struct list linked_programs;
2619 /* Immediate constants (override global ones) */
2620 struct list constantsB;
2621 struct list constantsF;
2622 struct list constantsI;
2623 shader_reg_maps reg_maps;
2625 /* Pointer to the parent device */
2626 IWineD3DDevice *device;
2627 struct list shader_list_entry;
2629 } IWineD3DBaseShaderClass;
2631 typedef struct IWineD3DBaseShaderImpl {
2633 const IWineD3DBaseShaderVtbl *lpVtbl;
2635 /* IWineD3DBaseShader */
2636 IWineD3DBaseShaderClass baseShader;
2637 } IWineD3DBaseShaderImpl;
2639 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2640 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2641 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2642 void shader_cleanup(IWineD3DBaseShader *iface);
2643 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2644 const struct wined3d_shader_version *shader_version);
2645 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2646 const struct wined3d_shader_version *shader_version);
2647 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max);
2648 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2649 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2650 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2651 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2652 struct wined3d_shader_signature_element *input_signature,
2653 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2654 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2655 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2656 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2657 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2659 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2661 return type == WINED3D_SHADER_TYPE_PIXEL;
2664 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2666 return type == WINED3D_SHADER_TYPE_VERTEX;
2669 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2673 case WINED3DSPR_RASTOUT:
2675 if (reg->idx != 0) return TRUE;
2679 case WINED3DSPR_DEPTHOUT: /* oDepth */
2680 case WINED3DSPR_CONSTBOOL: /* b# */
2681 case WINED3DSPR_LOOP: /* aL */
2682 case WINED3DSPR_PREDICATE: /* p0 */
2685 case WINED3DSPR_MISCTYPE:
2696 case WINED3DSPR_IMMCONST:
2697 switch(reg->immconst_type)
2699 case WINED3D_IMMCONST_FLOAT:
2710 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2711 local_constant* lconst;
2713 if(This->baseShader.load_local_constsF) return FALSE;
2714 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2715 if(lconst->idx == reg) return TRUE;
2721 /*****************************************************************************
2722 * IDirect3DVertexShader implementation structures
2724 typedef struct IWineD3DVertexShaderImpl {
2726 const IWineD3DVertexShaderVtbl *lpVtbl;
2728 /* IWineD3DBaseShader */
2729 IWineD3DBaseShaderClass baseShader;
2731 /* IWineD3DVertexShaderImpl */
2739 /* Vertex shader input and output semantics */
2740 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2741 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2743 UINT min_rel_offset, max_rel_offset;
2746 UINT recompile_count;
2747 } IWineD3DVertexShaderImpl;
2748 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2750 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2752 /*****************************************************************************
2753 * IDirect3DPixelShader implementation structure
2756 /* Using additional shader constants (uniforms in GLSL / program environment
2757 * or local parameters in ARB) is costly:
2758 * ARB only knows float4 parameters and GLSL compiler are not really smart
2759 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2760 * (in fact most compilers map a float2 to a full float4 uniform).
2762 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2763 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2764 * into a single shader constant (uniform / program parameter).
2766 * This structure is shared between the GLSL and the ARB backend.*/
2767 struct ps_np2fixup_info {
2768 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2769 WORD active; /* bitfield indicating if we can apply the fixup */
2773 typedef struct IWineD3DPixelShaderImpl {
2774 /* IUnknown parts */
2775 const IWineD3DPixelShaderVtbl *lpVtbl;
2777 /* IWineD3DBaseShader */
2778 IWineD3DBaseShaderClass baseShader;
2780 /* IWineD3DPixelShaderImpl */
2783 /* Pixel shader input semantics */
2784 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2785 DWORD input_reg_map[MAX_REG_INPUT];
2786 BOOL input_reg_used[MAX_REG_INPUT];
2787 unsigned int declared_in_count;
2792 /* Some information about the shader behavior */
2798 } IWineD3DPixelShaderImpl;
2800 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2801 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2802 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2804 /* sRGB correction constants */
2805 static const float srgb_cmp = 0.0031308f;
2806 static const float srgb_mul_low = 12.92f;
2807 static const float srgb_pow = 0.41666f;
2808 static const float srgb_mul_high = 1.055f;
2809 static const float srgb_sub_high = 0.055f;
2811 /*****************************************************************************
2812 * IWineD3DPalette implementation structure
2814 struct IWineD3DPaletteImpl {
2815 /* IUnknown parts */
2816 const IWineD3DPaletteVtbl *lpVtbl;
2820 IWineD3DDeviceImpl *wineD3DDevice;
2822 /* IWineD3DPalette */
2824 WORD palVersion; /*| */
2825 WORD palNumEntries; /*| LOGPALETTE */
2826 PALETTEENTRY palents[256]; /*| */
2827 /* This is to store the palette in 'screen format' */
2828 int screen_palents[256];
2832 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2833 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2835 /* DirectDraw utility functions */
2836 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2838 /*****************************************************************************
2839 * Pixel format management
2842 /* WineD3D pixel format flags */
2843 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2844 #define WINED3DFMT_FLAG_FILTERING 0x2
2845 #define WINED3DFMT_FLAG_DEPTH 0x4
2846 #define WINED3DFMT_FLAG_STENCIL 0x8
2847 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2848 #define WINED3DFMT_FLAG_FOURCC 0x20
2849 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2850 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2852 struct GlPixelFormatDesc
2854 WINED3DFORMAT format;
2865 UINT block_byte_count;
2867 enum wined3d_ffp_emit_idx emit_idx;
2868 GLint component_count;
2870 GLint gl_vtx_format;
2871 GLboolean gl_normalized;
2872 unsigned int component_size;
2875 GLint glGammaInternal;
2881 struct color_fixup_desc color_fixup;
2884 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2886 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2888 /* Check stateblock->vertexDecl to allow this to be used from
2889 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2890 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2891 * style strided data. */
2892 return (stateblock->vertexShader
2893 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2894 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2897 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2899 return (stateblock->pixelShader
2900 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2903 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2904 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2906 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2907 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"